uox3/source/combat.cpp

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#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 "cGuild.h"
#include "combat.h"
#include "townregion.h"
#include "cRaces.h"
#include "skills.h"
#include "cMagic.h"
#include "cEffects.h"
#include "CPacketSend.h"
#include "classes.h"
#include "regions.h"
#include "magic.h"
#include "Dictionary.h"
#include "movement.h"
#include "cScript.h"
#include "CJSMapping.h"
#include <algorithm>
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
#undef DBGFILE
#define DBGFILE "combat.cpp"
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
#define DEBUG_COMBAT 0
2021-06-12 07:30:23 -04:00
CHandleCombat *Combat = nullptr;
#define SWINGAT static_cast<UI32>( 1.75 ) * 1000
const UI08 BODYPERCENT = 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
//const UI08 ARMSPERCENT = 1;
//const UI08 HEADPERCENT = 2;
//const UI08 LEGSPERCENT = 3;
//const UI08 NECKPERCENT = 4;
//const UI08 OTHERPERCENT = 5;
const UI08 TOTALTARGETSPOTS = 6; // Wonder if that should be one?
const UI08 LOCPERCENTAGES[TOTALTARGETSPOTS] = { 44, 14, 14, 14, 7, 7 };
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::StartAttack()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Handle characters initiating combat with other characters
//o------------------------------------------------------------------------------------------------o
bool CHandleCombat::StartAttack( CChar *cAttack, CChar *cTarget )
{
if( !ValidateObject( cAttack ) || !ValidateObject( cTarget ) || cAttack == cTarget )
return false;
if( cAttack->IsDead() || cTarget->IsDead() )
return false;
if( cAttack->GetTarg() == cTarget )
return false;
if( cTarget->GetVisible() > 2 )
return false;
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
if( cTarget->WorldNumber() != cAttack->WorldNumber() || cTarget->GetInstanceId() != cAttack->GetInstanceId() )
return false;
if( !cAttack->GetCanAttack() || cAttack->IsEvading() ) // Is the char allowed to attack?
return false;
if( cAttack->GetNpcAiType() == AI_DUMMY ) // If passive, don't allow attack
return false;
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
Small update Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168 Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js) Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds. Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js) Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn) Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn) Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax: ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag: GET=# // Inherit a specified spawn region Added spawn region for animal trainer vendor in Vesper stable Added spawn region for fur trader/tanner vendors in The Best Hides of Britain Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area) Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae Added spawn regions for stables, tailor and blacksmith inside Castle British Added spawn regions for mage shops, mage guilds and farm houses in Moonglow Added spawn regions for misc vendors and townfolk in multiple cities Added spawn regions for Fire Island Updated spawn regions for Dagger Isle/Ice Island Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file Added reagent spawns in overworld spawn regions in Britannia/Lost Lands Added special reagent spawns in swamp areas Added additional overworld spawn regions in Britannia/Lost Lands Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs: Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower Updated size and positions of some existing overworld spawn regions Fixed incorrect spawn region size for small island south of Trinsic Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js) Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js) Added teleport locations within Khaldun dungeon (js/teleport.scp) Added custom AIs to existing NPC spawning in Khaldun dungeon: Ancient Lich (summons other undead, and can turn into one of them for disguise) Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs: [tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal) [shadowfiend] -> Shadowfiends (seek out and reveal hidden players) [zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants) [cursed] -> Cursed (male/female variants) [spectralarmor] -> Spectral Armor Added DFN entries for new (named) NPCs spawning in Khaldun dungeon: [lysander_gathenwale] -> Lysander Gathenwale [grimmoch_drummel] -> Grimmoch Drummel [morg_bergen] -> Morg Bergen [tavara_sewel] -> Tavara Sewel Added new NPC DFN entries: [leatherworker] -> alias for male/female leatherworker vendors [mapmaker] -> alias for male/female mapmaker vendors Added new Race DFN entries: [RACE 29] -> Cursed (enemies of RACE 30) [RACE 30] -> Zealots (enemies of RACE 29) Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn) Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js) Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js) All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs. The 'regspawn GM command now supports a new parameter called "max". Updated command syntax: 'regspawn # // perform a single respawn cycle in a specific spawn region 'regspawn all // perform a single respawn cycle across all spawn regions 'regspawn max // respawn ALL spawn regions to MAX capacity in one go Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs): MAXNPCAGGRORANGE=10 Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range. Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character: HIDEFAMEKARMATITLE (0x10000) NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js) Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!) Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!) Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*) Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands cabbages (js/server/resource/cabbages.js) canteloupes (js/server/resource/canteloupes.js) carrots (js/server/resource/carrots.js) garlic (js/server/resource/garlic.js) gourds (js/server/resource/gourds.js) honeydew melons (js/server/resource/honeydewmelon.js) onions (js/server/resource/onions.js) pumpkins (js/server/resource/pumpkins.js) squashes (js/server/resource/squashes.js) turnips (js/server/resource/turnips.js) watermelons (js/server/resource/watermelon.js) Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn) Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn) Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!) Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js) Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js) Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off. Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap") Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 08:40:02 +08:00
if( !ObjInRange( cAttack, cTarget, DIST_NEXTTILE ) && !LineOfSight( nullptr, cAttack, cTarget->GetX(), cTarget->GetY(), cTarget->GetZ(), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ))
return false;
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
// If two NPCs try to fight, do some extra checks to make sure they're allowed to (ignore if both are pets)
if( cAttack->IsNpc() && cTarget->IsNpc() && ( cAttack->GetOwner() == INVALIDSERIAL && cTarget->GetOwner() == INVALIDSERIAL ))
{
// Are both the NPCs non-human?
if( !cwmWorldState->creatures[cAttack->GetId()].IsHuman() && !cwmWorldState->creatures[cTarget->GetId()].IsHuman() )
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
{
if( cAttack->GetNpcAiType() == AI_ANIMAL && cTarget->GetNpcAiType() == AI_ANIMAL )
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
{
// Don't allow combat if both attacker and target have AI_ANIMAL, same body type and belong to same race
if( cAttack->GetId() == cTarget->GetId() && cAttack->GetRace() == cTarget->GetRace() )
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
{
return false;
}
}
else if( cAttack->GetRace() == cTarget->GetRace() )
{
// Otherwise, don't allow combat if both attacker and target have same race
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
return false;
0.99.5a Improved overall performance of NPC pathfinding (by nearly 60%!) by eliminating some double-work done when checking for blocking dynamics and statics Optimized how the system for determining which internal map regions should have active NPCs; instead of there always being 9 active map regions surrounding any given player who's online, that number will now vary between 3 to 6 map regions, depending on how far the player is from boundaries between such map regions. This should reduce the amount of NPCs active and trying to pathfind at any given point when players are online. UOX3 now adapts the time between each time it checks Spawn Regions based on how "full" the Spawn Regions are on average - the nearer they are to max capacity, the longer time between each time Spawn Regions are checked Fixed an issue with reloading of spawn regions where UOX3 would forget about previously spawned NPCs/Items and respawn everything all over again. As part of the reload process, UOX3 now iterates over previously spawned objects and deletes these where appropriate Added two new races to races.dfn - Ophidian (RACE 25) and Terathan (RACE 26) - which have been setup as racial enemies Updated the race ID of relevant Ophidian and Terathan NPCs (dfndata/npc/arachnids.dfn and dfndata/npc/reptiles.dfn) Added support for NPCs engaging other NPCs in combat if they are marked as racial enemies via races.dfn Extended the amount of JS events supported by UOX3's JS engine from 96 to 192 Added new JS Event to allow overriding behaviour from Help button in paperdoll: onHelpGump( pChar ) // Overrides default gump menu when pressing Help button in paperdoll Added new JS Event to allow preventing characters from toggling on/off war/combat mode onWarModeToggle( p Char ) // return false to prevent war mode toggle Added new JS Event to allow overriding target selection in combat for default AI behaviours: onAICombatTarget( pAttacker, pTarget ) // return true to select current target, or false to skip and look for another Updated JS onDamage() JS event to allow returning false to override and prevent damage dealt to a character. Event must now return true to allow damage to go through Updated JS Event onSwing to work for characters with no weapon equipped (iSwinging will be null, in this case) Updated JS Object Method .KillTimers() to also work for Characters, not just Items Added JS script that renders characters it's attached to immune to physical damage (js/npc/special/physical_immunity.js) Renamed shadow_elemental.js to magical_immunity.js, as it's generic script that can be attached to any NPC Added more pre-defined books to dfndata/misc/books.dfn (and dfndata/items/misc/books.dfn): A Welcome (a_welcome) // Book by Blackthorn, dropped as loot by Betrayers Added definitions for additional NPCs, with scripted special abilities where applicable: Orc Brute (orcbrute) // Throws Orc Lords, cannot be targeted by provoked creatures Orc Chopper (orcchopper) // Attacks deal AoE damage to nearby targets Betrayer (betrayer) // Colossal Blow (stuns and peacemakes), AoE poison (2m range) Golem Controller (m_golemcontroller/f_golemcontroller) Golem (golem) // Colossal Blow (stuns and peacemakes) Crafted Golem (craftedgolem) // Crafted version of golem Exodus Overseer (exodusoverseer) // Magical Shield (immune to physical damage until shield down) Exodus Minion Lord (exodusminionlord) // Magical Shield (immune to physical damage until shield down) Exodus Minion (exodusminion) // Magical shield (immune to physical damage until shield down), periodic AoE burst Added script that allows Tinkerers to craft golem followers via Clockwork Assembly items (js/item/clockwork_assembly.js) Added script for mask of orcish kin, which when worn prevents all orcs from attacking the wearer (js/item/orcish_kin_mask.js) Added AI script for Exodus clockwork NPCs, which amongst a few other things makes them spawn with a magical shield that prevents physical damage being dealt to them until the shield has been brought down by magic damage (js/npc/ai/monster/exodus_clockwork.js) Added AI script for orc NPCs which prevent them from attacking characters wearing masks of orcish kin (js/npc/ai/monster/orc.js) Added AI script for orc brute NPCs, which makes the NPCs toss orc lords (up to 10 in total) when attacked by magic spells (js/npc/ai/monster/orc_brute.js) Added AI script for orc chopper NPCs, which makes the NPCs hit all nearby valid targets with their melee attacks (js/npc/ai/monster/orc_chopper.js) Added script for NPC special ability Colossal Blow, which both stuns and adds a temporary peacemaking effect to targets (js/npc/special/colossal_blow.js) Updated Provocation skill to disallow directing provoked creatures at targets with the custom tag provImmune present Fixed an issue with initialization of wander areas for NPCs spawned via object spawners, which caused NPCs to not stick to their assigned areas, but wander according to their own free will. Can't have that! Fixed some issues with itemlists pointing to non-existing items (a turnip and 10 of each magical reagent) Fixed an issue where information on newly spawned characters would get sent twice to each nearby player Changed default value of ACCOUNTFLUSH ini setting from 0.0 to 5.0 seconds Misc minor cleanup of console messages during startup and shutdown
2022-01-24 17:58:19 +08:00
}
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
}
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
else
{
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
// Don't allow human NPC to human NPC combat if they both have same NPC Flag (evil, innocent, neutral)
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
if( cAttack->GetNPCFlag() == cTarget->GetNPCFlag() )
return false;
}
}
// Check if combat is allowed in attacker AND target's regions, but allow it if it's a guard
if( cAttack->GetNpcAiType() != AI_GUARD && ( cAttack->GetRegion()->IsSafeZone() || cTarget->GetRegion()->IsSafeZone() ))
{
// Either attacker or target is in a safe zone where all aggressive actions are forbidden, disallow
CSocket *cSocket = cAttack->GetSocket();
if( cSocket )
{
cSocket->SysMessage( 1799 ); // Hostile actions are not permitted in this safe area.
}
return false;
}
bool returningAttack = false;
cAttack->SetTarg( cTarget );
cAttack->SetAttacker( cTarget );
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
// If cTarget is not already an aggressor to cAttack...
auto cAttackOwner = cAttack->GetOwnerObj();
if( ValidateObject( cAttackOwner ) )
{
if( !cTarget->CheckAggressorFlag( cAttackOwner->GetSerial() ) )
{
// Add both owner and pet/hireling/summon as aggressor of cTarget!
cAttackOwner->AddAggressorFlag( cTarget->GetSerial() );
cAttack->AddAggressorFlag( cTarget->GetSerial() );
cAttackOwner->Dirty( UT_UPDATE );
cAttack->Dirty( UT_UPDATE );
}
}
else
{
if( !cTarget->CheckAggressorFlag( cAttack->GetSerial() ))
{
// ...add cAttack as aggressor of cTarget!
cAttack->AddAggressorFlag( cTarget->GetSerial() );
cAttack->Dirty( UT_UPDATE );
}
}
// If target doesn't already have cAttack as a target, update their target selection
//if( !cTarget->IsInvulnerable() && ( !ValidateObject( cTarget->GetTarg() ) || !ObjInRange( cTarget, cTarget->GetTarg(), DIST_INRANGE ))) // Only invuln don't fight back
if( !cTarget->IsInvulnerable() && !ValidateObject( cTarget->GetTarg() )) // Only invuln don't fight back
{
if( cTarget->GetNpcAiType() != AI_DUMMY )
{
cTarget->SetTarg( cAttack );
cTarget->SetAttacker( cAttack );
returningAttack = true;
// If target is not already at war/in combat, make sure to disable their passive mode
if( !cTarget->IsAtWar() )
{
if( cTarget->IsNpc() )
{
cTarget->ToggleCombat();
}
cTarget->SetPassive( false );
}
}
2021-06-12 07:30:23 -04:00
if( cTarget->GetSocket() != nullptr )
{
CPAttackOK tSend = (*cAttack);
cTarget->GetSocket()->Send( &tSend );
}
}
if( WillResultInCriminal( cAttack, cTarget )) //REPSYS
{
MakeCriminal( cAttack );
bool regionGuarded = ( cTarget->GetRegion()->IsGuarded() );
if( cwmWorldState->ServerData()->GuardsStatus() && regionGuarded && cTarget->IsNpc() && cTarget->GetNpcAiType() != AI_GUARD && cwmWorldState->creatures[cTarget->GetId()].IsHuman() )
{
cTarget->TextMessage( nullptr, 335, TALK, true ); // Help! Guards! I've been attacked!
CallGuards( cTarget, cAttack );
}
}
if( cAttack->GetVisible() == VT_TEMPHIDDEN || cAttack->GetVisible() == VT_INVISIBLE )
{
cAttack->ExposeToView();
}
if( !cAttack->IsNpc() )
{
cAttack->BreakConcentration( cAttack->GetSocket() );
}
else
{
UI16 toPlay = cwmWorldState->creatures[cAttack->GetId()].GetSound( SND_STARTATTACK );
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
if( toPlay != 0x00 && RandomNum( 1, 3 )) // 33% chance to play the sound
{
Effects->PlaySound( cAttack, toPlay );
}
// if the source is an npc, make sure they're in war mode and reset their movement time
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( !cAttack->IsAtWar() )
{
cAttack->ToggleCombat();
}
if( cAttack->GetMounted() )
{
cAttack->SetTimer( tNPC_MOVETIME, BuildTimeValue( cAttack->GetMountedWalkingSpeed() ));
}
else
{
cAttack->SetTimer( tNPC_MOVETIME, BuildTimeValue( cAttack->GetWalkingSpeed() ));
}
}
// Only unhide the defender, if they're going to return the attack (otherwise they're doing nothing!)
if( returningAttack )
{
if( cTarget->GetVisible() == VT_TEMPHIDDEN || cAttack->GetVisible() == VT_INVISIBLE )
{
cTarget->ExposeToView();
}
if( !cTarget->IsNpc() )
{
cTarget->BreakConcentration( cTarget->GetSocket() );
}
// if the target is an npc, and not a guard, make sure they're in war mode and update their movement time
// ONLY IF THEY'VE CHANGED ATTACKER
if( cTarget->IsNpc() && cTarget->GetNpcAiType() != AI_GUARD )
{
if( !cTarget->IsAtWar() )
{
cTarget->ToggleCombat();
}
if( cTarget->GetMounted() )
{
cTarget->SetTimer( tNPC_MOVETIME, BuildTimeValue( cTarget->GetMountedWalkingSpeed() ));
}
else
{
cTarget->SetTimer( tNPC_MOVETIME, BuildTimeValue( cTarget->GetWalkingSpeed() ));
}
}
}
// Record the time when combat starts as a timestamp
2025-01-29 09:37:48 -06:00
cAttack->SetLastCombatTime( cwmWorldState->GetUICurrentTime() );
cTarget->SetLastCombatTime( cwmWorldState->GetUICurrentTime() );
return true;
}
void CallGuards( CChar *mChar, CChar *targChar );
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::PlayerAttack()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handle player attacking (Double-clicking whilst in war mode)
//o------------------------------------------------------------------------------------------------o
void CHandleCombat::PlayerAttack( CSocket *s )
{
2021-06-12 07:30:23 -04:00
if( s == nullptr )
return;
CChar *ourChar = s->CurrcharObj();
if( !ValidateObject( ourChar ))
return;
// Don't allow attacking other characters if invulnerable
if( ourChar->IsInvulnerable() )
{
s->SysMessage( 1973 ); // You cannot engage in combat while invulnerable!
return;
}
SERIAL serial = s->GetDWord( 1 );
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
if( serial == INVALIDSERIAL )
{
2021-06-12 07:30:23 -04:00
ourChar->SetTarg( nullptr );
return;
}
CChar *i = CalcCharObjFromSer( serial );
if( !ValidateObject( i ))
{
2021-06-12 07:30:23 -04:00
ourChar->SetTarg( nullptr );
return;
}
if( ourChar->IsDead() )
{
if( i->IsNpc() ) // if target is an NPC
{
switch( i->GetNpcAiType() )
{
case AI_HEALER_G: // Good Healer
if( ourChar->IsCriminal() || ourChar->IsMurderer() )
{
i->TextMessage( nullptr, 322, TALK, true ); // I will not give life to a scoundrel like thee!
}
else if( !ObjInRange( i, ourChar, DIST_NEARBY ))
{
i->TextMessage( nullptr, 321, TALK, true ); // Come nearer, ghost, and I'll give you life!
}
else
{
// Proceed with resurrection
CMultiObj *multiObj = ourChar->GetMultiObj();
if( !ValidateObject( multiObj ) || multiObj->GetOwner() == ourChar->GetSerial() )
{
Small update Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168 Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js) Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds. Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js) Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn) Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn) Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax: ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag: GET=# // Inherit a specified spawn region Added spawn region for animal trainer vendor in Vesper stable Added spawn region for fur trader/tanner vendors in The Best Hides of Britain Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area) Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae Added spawn regions for stables, tailor and blacksmith inside Castle British Added spawn regions for mage shops, mage guilds and farm houses in Moonglow Added spawn regions for misc vendors and townfolk in multiple cities Added spawn regions for Fire Island Updated spawn regions for Dagger Isle/Ice Island Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file Added reagent spawns in overworld spawn regions in Britannia/Lost Lands Added special reagent spawns in swamp areas Added additional overworld spawn regions in Britannia/Lost Lands Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs: Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower Updated size and positions of some existing overworld spawn regions Fixed incorrect spawn region size for small island south of Trinsic Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js) Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js) Added teleport locations within Khaldun dungeon (js/teleport.scp) Added custom AIs to existing NPC spawning in Khaldun dungeon: Ancient Lich (summons other undead, and can turn into one of them for disguise) Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs: [tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal) [shadowfiend] -> Shadowfiends (seek out and reveal hidden players) [zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants) [cursed] -> Cursed (male/female variants) [spectralarmor] -> Spectral Armor Added DFN entries for new (named) NPCs spawning in Khaldun dungeon: [lysander_gathenwale] -> Lysander Gathenwale [grimmoch_drummel] -> Grimmoch Drummel [morg_bergen] -> Morg Bergen [tavara_sewel] -> Tavara Sewel Added new NPC DFN entries: [leatherworker] -> alias for male/female leatherworker vendors [mapmaker] -> alias for male/female mapmaker vendors Added new Race DFN entries: [RACE 29] -> Cursed (enemies of RACE 30) [RACE 30] -> Zealots (enemies of RACE 29) Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn) Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js) Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js) All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs. The 'regspawn GM command now supports a new parameter called "max". Updated command syntax: 'regspawn # // perform a single respawn cycle in a specific spawn region 'regspawn all // perform a single respawn cycle across all spawn regions 'regspawn max // respawn ALL spawn regions to MAX capacity in one go Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs): MAXNPCAGGRORANGE=10 Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range. Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character: HIDEFAMEKARMATITLE (0x10000) NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js) Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!) Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!) Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*) Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands cabbages (js/server/resource/cabbages.js) canteloupes (js/server/resource/canteloupes.js) carrots (js/server/resource/carrots.js) garlic (js/server/resource/garlic.js) gourds (js/server/resource/gourds.js) honeydew melons (js/server/resource/honeydewmelon.js) onions (js/server/resource/onions.js) pumpkins (js/server/resource/pumpkins.js) squashes (js/server/resource/squashes.js) turnips (js/server/resource/turnips.js) watermelons (js/server/resource/watermelon.js) Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn) Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn) Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!) Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js) Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js) Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off. Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap") Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 08:40:02 +08:00
if( LineOfSight( s, ourChar, i->GetX(), i->GetY(), i->GetZ(), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ))
{
// Play Resurrect casting animation
if( i->GetBodyType() == BT_GARGOYLE || cwmWorldState->ServerData()->ForceNewAnimationPacket() )
{
Effects->PlayNewCharacterAnimation( i, N_ACT_SPELL, S_ACT_SPELL_TARGET ); // Action 0x0b, subAction 0x00
}
else
{
UI16 castAnim = static_cast<UI16>( cwmWorldState->creatures[i->GetId()].CastAnimTargetId() );
UI08 castAnimLength = cwmWorldState->creatures[i->GetId()].CastAnimTargetLength();
// Play cast anim, but fallback to default attack anim (0x04) with anim length of 4 frames if no cast anim was defined in creatures.dfn
Effects->PlayCharacterAnimation( i, ( castAnim != 0 ? castAnim : 0x04 ), 0, ( castAnimLength != 0 ? castAnimLength : 4 ));
}
NpcResurrectTarget( ourChar );
Effects->PlayStaticAnimation( ourChar, 0x376A, 0x09, 0x06 );
i->TextMessage( nullptr, ( 316 + RandomNum( 0, 4 )), TALK, false ); // Random resurrection speak from NPC healer
}
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 AI_HEALER_E: // Evil Healer
if( !ourChar->IsMurderer() )
{
i->TextMessage( nullptr, 329, TALK, true ); // I despise all things good. I shall not give thee another chance!
}
else if( !ObjInRange( i, ourChar, DIST_NEARBY ))
{
i->TextMessage( nullptr, 328, TALK, true ); // Come nearer, evil soul, and I'll give you life!
}
else
{
// Proceed with resurrection
CMultiObj *multiObj = ourChar->GetMultiObj();
if( !ValidateObject( multiObj ) || multiObj->GetOwner() == ourChar->GetSerial() )
{
Small update Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168 Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js) Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds. Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js) Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn) Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn) Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax: ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag: GET=# // Inherit a specified spawn region Added spawn region for animal trainer vendor in Vesper stable Added spawn region for fur trader/tanner vendors in The Best Hides of Britain Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area) Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae Added spawn regions for stables, tailor and blacksmith inside Castle British Added spawn regions for mage shops, mage guilds and farm houses in Moonglow Added spawn regions for misc vendors and townfolk in multiple cities Added spawn regions for Fire Island Updated spawn regions for Dagger Isle/Ice Island Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file Added reagent spawns in overworld spawn regions in Britannia/Lost Lands Added special reagent spawns in swamp areas Added additional overworld spawn regions in Britannia/Lost Lands Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs: Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower Updated size and positions of some existing overworld spawn regions Fixed incorrect spawn region size for small island south of Trinsic Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js) Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js) Added teleport locations within Khaldun dungeon (js/teleport.scp) Added custom AIs to existing NPC spawning in Khaldun dungeon: Ancient Lich (summons other undead, and can turn into one of them for disguise) Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs: [tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal) [shadowfiend] -> Shadowfiends (seek out and reveal hidden players) [zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants) [cursed] -> Cursed (male/female variants) [spectralarmor] -> Spectral Armor Added DFN entries for new (named) NPCs spawning in Khaldun dungeon: [lysander_gathenwale] -> Lysander Gathenwale [grimmoch_drummel] -> Grimmoch Drummel [morg_bergen] -> Morg Bergen [tavara_sewel] -> Tavara Sewel Added new NPC DFN entries: [leatherworker] -> alias for male/female leatherworker vendors [mapmaker] -> alias for male/female mapmaker vendors Added new Race DFN entries: [RACE 29] -> Cursed (enemies of RACE 30) [RACE 30] -> Zealots (enemies of RACE 29) Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn) Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js) Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js) All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs. The 'regspawn GM command now supports a new parameter called "max". Updated command syntax: 'regspawn # // perform a single respawn cycle in a specific spawn region 'regspawn all // perform a single respawn cycle across all spawn regions 'regspawn max // respawn ALL spawn regions to MAX capacity in one go Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs): MAXNPCAGGRORANGE=10 Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range. Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character: HIDEFAMEKARMATITLE (0x10000) NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js) Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!) Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!) Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*) Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands cabbages (js/server/resource/cabbages.js) canteloupes (js/server/resource/canteloupes.js) carrots (js/server/resource/carrots.js) garlic (js/server/resource/garlic.js) gourds (js/server/resource/gourds.js) honeydew melons (js/server/resource/honeydewmelon.js) onions (js/server/resource/onions.js) pumpkins (js/server/resource/pumpkins.js) squashes (js/server/resource/squashes.js) turnips (js/server/resource/turnips.js) watermelons (js/server/resource/watermelon.js) Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn) Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn) Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!) Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js) Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js) Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off. Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap") Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 08:40:02 +08:00
if( LineOfSight( s, ourChar, i->GetX(), i->GetY(), i->GetZ(), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ))
{
// Play Resurrect casting animation
if( i->GetBodyType() == BT_GARGOYLE || cwmWorldState->ServerData()->ForceNewAnimationPacket() )
{
Effects->PlayNewCharacterAnimation( i, N_ACT_SPELL, S_ACT_SPELL_TARGET ); // Action 0x0b, subAction 0x00
}
else
{
UI16 castAnim = static_cast<UI16>( cwmWorldState->creatures[i->GetId()].CastAnimTargetId() );
UI08 castAnimLength = cwmWorldState->creatures[i->GetId()].CastAnimTargetLength();
// Play cast anim, but fallback to default attack anim (0x04) with anim length of 4 frames if no cast anim was defined in creatures.dfn
Effects->PlayCharacterAnimation( i, ( castAnim != 0 ? castAnim : 0x04 ), 0, ( castAnimLength != 0 ? castAnimLength : 4 ));
}
NpcResurrectTarget( ourChar );
Effects->PlayStaticAnimation( ourChar, 0x3709, 0x09, 0x19 ); //Flamestrike effect
i->TextMessage( nullptr, ( 323 + RandomNum( 0, 4 )), TALK, false ); // Random resurrection speak from evil NPC healer
}
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;
default:
s->SysMessage( 330 ); // You are dead and cannot do that.
break;
}
return;
}
else // if target is a player
{
if( cwmWorldState->ServerData()->PlayerPersecutionStatus() )
{
ourChar->SetTarg( i );
Skills->Persecute( s );
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
}
else
{
s->SysMessage( 330 ); // You are dead and cannot do that.
return;
}
}
}
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
else
{
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
if( ourChar->GetTarg() != i ) // if player is alive
{
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
std::vector<UI16> scriptTriggers = ourChar->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
// -1 == script doesn't exist, or returned -1
// 0 == script returned false, 0, or nothing - don't execute hard code
// 1 == script returned true or 1
if( toExecute->OnCombatStart( ourChar, i ) == 0 )
{
return;
}
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
}
}
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
if( i->GetTarg() != ourChar )
{
// Also trigger same event for other party in combat, if they're not already engaged in combat with this character
std::vector<UI16> scriptTriggers = i->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
// -1 == script doesn't exist, or returned -1
// 0 == script returned false, 0, or nothing - don't execute hard code
// 1 == script returned true or 1
if( toExecute->OnCombatStart( ourChar, i ) == 0 )
{
return;
}
}
}
}
if( !ourChar->GetCanAttack() ) // Is our char allowed to attack
{
s->SysMessage( 1778 ); // You are currently under the effect of peace and can not attack!
2003-03-04 14:55:47 +00:00
return;
}
// Check if combat is allowed in attacker AND target's regions
if( ourChar->GetRegion()->IsSafeZone() || i->GetRegion()->IsSafeZone() )
{
// Either attacker or target is in a safe zone where all aggressive actions are forbidden, disallow
s->SysMessage( 1799 ); // You are no longer affected by peace!
return;
}
Small update Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168 Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js) Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds. Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js) Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn) Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn) Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax: ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag: GET=# // Inherit a specified spawn region Added spawn region for animal trainer vendor in Vesper stable Added spawn region for fur trader/tanner vendors in The Best Hides of Britain Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area) Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae Added spawn regions for stables, tailor and blacksmith inside Castle British Added spawn regions for mage shops, mage guilds and farm houses in Moonglow Added spawn regions for misc vendors and townfolk in multiple cities Added spawn regions for Fire Island Updated spawn regions for Dagger Isle/Ice Island Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file Added reagent spawns in overworld spawn regions in Britannia/Lost Lands Added special reagent spawns in swamp areas Added additional overworld spawn regions in Britannia/Lost Lands Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs: Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower Updated size and positions of some existing overworld spawn regions Fixed incorrect spawn region size for small island south of Trinsic Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js) Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js) Added teleport locations within Khaldun dungeon (js/teleport.scp) Added custom AIs to existing NPC spawning in Khaldun dungeon: Ancient Lich (summons other undead, and can turn into one of them for disguise) Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs: [tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal) [shadowfiend] -> Shadowfiends (seek out and reveal hidden players) [zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants) [cursed] -> Cursed (male/female variants) [spectralarmor] -> Spectral Armor Added DFN entries for new (named) NPCs spawning in Khaldun dungeon: [lysander_gathenwale] -> Lysander Gathenwale [grimmoch_drummel] -> Grimmoch Drummel [morg_bergen] -> Morg Bergen [tavara_sewel] -> Tavara Sewel Added new NPC DFN entries: [leatherworker] -> alias for male/female leatherworker vendors [mapmaker] -> alias for male/female mapmaker vendors Added new Race DFN entries: [RACE 29] -> Cursed (enemies of RACE 30) [RACE 30] -> Zealots (enemies of RACE 29) Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn) Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js) Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js) All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs. The 'regspawn GM command now supports a new parameter called "max". Updated command syntax: 'regspawn # // perform a single respawn cycle in a specific spawn region 'regspawn all // perform a single respawn cycle across all spawn regions 'regspawn max // respawn ALL spawn regions to MAX capacity in one go Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs): MAXNPCAGGRORANGE=10 Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range. Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character: HIDEFAMEKARMATITLE (0x10000) NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js) Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!) Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!) Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*) Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands cabbages (js/server/resource/cabbages.js) canteloupes (js/server/resource/canteloupes.js) carrots (js/server/resource/carrots.js) garlic (js/server/resource/garlic.js) gourds (js/server/resource/gourds.js) honeydew melons (js/server/resource/honeydewmelon.js) onions (js/server/resource/onions.js) pumpkins (js/server/resource/pumpkins.js) squashes (js/server/resource/squashes.js) turnips (js/server/resource/turnips.js) watermelons (js/server/resource/watermelon.js) Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn) Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn) Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!) Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js) Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js) Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off. Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap") Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 08:40:02 +08:00
// Check if player is within the allowed attack range
if( !ObjInRange( ourChar, i, cwmWorldState->ServerData()->CombatMaxRange() ))
{
s->SysMessage( 2718 ); // Your target is out of range.
return;
}
ourChar->SetTarg( i );
if( ourChar->GetVisible() == VT_TEMPHIDDEN || ourChar->GetVisible() == VT_INVISIBLE )
{
ourChar->ExposeToView();
}
if( i->IsDead() || i->GetHP() <= 0 )
{
s->SysMessage( 331 ); // That person is already dead!
return;
}
if( i->GetNpcAiType() == AI_PLAYERVENDOR ) // PlayerVendors
{
s->SysMessage( 332, i->GetName().c_str() ); // %s cannot be harmed.
return;
}
if( i->IsInvulnerable() )
{
s->SysMessage( 333 ); // You cannot fight the invincible.
return;
}
if( i->IsEvading() )
{
s->SysMessage( 1792 ); // The targeted NPC is in a state of evasion and cannot be attacked.
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
// Deal with players attacking NPCs they're escorting!
if( i->IsNpc() && i->GetQuestType() == 0xFF && i->GetOwnerObj() == ourChar )
{
i->SetNpcWander( WT_FREE ); // Wander freely
i->SetFTarg( nullptr ); // Reset follow target
i->SetQuestType( 0 ); // Reset quest type
i->SetQuestDestRegion( 0 ); // Reset quest destination region
// Set a timer to automatically delete the NPC
i->SetTimer( tNPC_SUMMONTIME, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_ESCORTDONE ));
2021-06-12 07:30:23 -04:00
i->SetOwner( nullptr );
i->TextMessage( nullptr, 1797, TALK, false ); // Woe is me! My escort has betrayed me!
}
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
// flag player FIRST so that anything attacking them as a result of this is not flagged.
if( WillResultInCriminal( ourChar, i )) // REPSYS
{
MakeCriminal( ourChar );
bool regionGuarded = ( i->GetRegion()->IsGuarded() );
if( cwmWorldState->ServerData()->GuardsStatus() && regionGuarded && i->IsNpc() && i->GetNpcAiType() != AI_GUARD && cwmWorldState->creatures[i->GetId()].IsHuman() )
{
i->TextMessage( nullptr, 335, TALK, true ); // Help! Guards! I've been attacked!
CallGuards( i, ourChar );
}
}
// If target is guarded by a pet, cause pet to attack player
if( i->IsGuarded() )
{
PetGuardAttack( ourChar, i, i );
}
// Send attacker message to all nearby players, IF player is attacking someone who wasn't already fighting them
if( i->GetTarg() != ourChar )
{
for( auto &tSock : FindNearbyPlayers( ourChar ))
UOX3 0.99.5b Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer) Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script: onScrollingGumpPress( pSock, gumpID, buttonID ) Added new JS Event to allow better control over which names UOX3 sends to the client for characters: onNameRequest( myObj, requestedBy ) // return custom string, or return empty string/nothing/true/false to use default name Updated JS Events to also work for Items (previously only worked for Characters) onLightChange( myObj, lightLevel ) onTempChange( myObj, temp ) onWeatherChange( myObj, weatherType ) Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js) Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all) Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not: CRAFTCOLOUREDWEAPONS=0/1 // If enabled(1), players can craft coloured weapons. Defaults to disabled(0) Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots Fixed a rogue debug message leftover in the scissor script
2022-02-13 22:49:37 +08:00
{
if( tSock && tSock != ourChar->GetSocket() )
UOX3 0.99.5b Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer) Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script: onScrollingGumpPress( pSock, gumpID, buttonID ) Added new JS Event to allow better control over which names UOX3 sends to the client for characters: onNameRequest( myObj, requestedBy ) // return custom string, or return empty string/nothing/true/false to use default name Updated JS Events to also work for Items (previously only worked for Characters) onLightChange( myObj, lightLevel ) onTempChange( myObj, temp ) onWeatherChange( myObj, weatherType ) Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js) Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all) Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not: CRAFTCOLOUREDWEAPONS=0/1 // If enabled(1), players can craft coloured weapons. Defaults to disabled(0) Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots Fixed a rogue debug message leftover in the scissor script
2022-02-13 22:49:37 +08:00
{
// Valid socket found
CChar *witness = tSock->CurrcharObj();
if( ValidateObject( witness ))
{
// Fetch names of attacker and target
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
std::string attackerName = GetNpcDictName( ourChar, tSock, NRS_SPEECH );
std::string targetName = GetNpcDictName( i, tSock, NRS_SPEECH );
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// Send an emote about attacking target to nearby witness
ourChar->TextMessage( tSock, 334, EMOTE, 0, attackerName.c_str(), targetName.c_str() ); // You see %s attacking %s!
}
UOX3 0.99.5b Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer) Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script: onScrollingGumpPress( pSock, gumpID, buttonID ) Added new JS Event to allow better control over which names UOX3 sends to the client for characters: onNameRequest( myObj, requestedBy ) // return custom string, or return empty string/nothing/true/false to use default name Updated JS Events to also work for Items (previously only worked for Characters) onLightChange( myObj, lightLevel ) onTempChange( myObj, temp ) onWeatherChange( myObj, weatherType ) Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js) Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all) Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not: CRAFTCOLOUREDWEAPONS=0/1 // If enabled(1), players can craft coloured weapons. Defaults to disabled(0) Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots Fixed a rogue debug message leftover in the scissor script
2022-02-13 22:49:37 +08:00
}
}
}
if( !i->IsNpc() )
{
// Send a message about being attacked to the target, if they're a player
CSocket *iSock = i->GetSocket();
2021-06-12 07:30:23 -04:00
if( iSock != nullptr )
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
std::string attackerName = GetNpcDictName( ourChar, iSock, NRS_SPEECH );
i->TextMessage( iSock, 1281, EMOTE, 1, attackerName.c_str() ); // %s is attacking you!
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
}
}
// Keep the target highlighted
CPAttackOK toSend = (*i);
s->Send( &toSend );
if( i->GetNpcAiType() != AI_GUARD && !ValidateObject( i->GetTarg() ))
{
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
// Set ourChar as attacker of target, if target has no target? Should this check if it has an Attacker instead?
i->SetAttacker( ourChar );
}
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
// Add ourChar as an aggressor to the target, if target is not already an aggressor to ourChar!
if( !i->CheckAggressorFlag( ourChar->GetSerial() ))
{
if( !ourChar->CheckAggressorFlag( i->GetSerial() ))
{
ourChar->AddAggressorFlag( i->GetSerial() );
}
else
{
ourChar->UpdateAggressorFlagTimestamp( i->GetSerial() );
}
ourChar->Dirty( UT_UPDATE );
}
ourChar->SetAttacker( i );
AttackTarget( i, ourChar );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::AttackTarget()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Handle the attacking action in combat
//o------------------------------------------------------------------------------------------------o
void CHandleCombat::AttackTarget( CChar *cAttack, CChar *cTarget )
{
// Check if OnCombatStart event exists, necessary here to make event run for NPCs attacking
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
std::vector<UI16> scriptTriggers = cAttack->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
cScript *toExecute = JSMapping->GetScript( scriptTrig );
2021-06-12 07:30:23 -04:00
if( toExecute != nullptr )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
// -1 == script doesn't exist, or returned -1
// 0 == script returned false, 0, or nothing - don't execute hard code
// 1 == script returned true or 1
if( toExecute->OnCombatStart( cAttack, cTarget ) == 0 )
{
return;
}
}
}
if( !cAttack->GetCanAttack() || cAttack->IsEvading() ) // Is the char allowed to attack?
return;
if( !StartAttack( cAttack, cTarget )) // Is the char allowed to initiate combat with the target?
return;
// Update last combat time for both the attacker and the target
2025-01-29 09:37:48 -06:00
cAttack->SetLastCombatTime( cwmWorldState->GetUICurrentTime() );
cTarget->SetLastCombatTime( cwmWorldState->GetUICurrentTime() );
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
if( cAttack->CheckAggressorFlag( cTarget->GetSerial() ))
{
Small update Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168 Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js) Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds. Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js) Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn) Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn) Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax: ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag: GET=# // Inherit a specified spawn region Added spawn region for animal trainer vendor in Vesper stable Added spawn region for fur trader/tanner vendors in The Best Hides of Britain Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area) Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae Added spawn regions for stables, tailor and blacksmith inside Castle British Added spawn regions for mage shops, mage guilds and farm houses in Moonglow Added spawn regions for misc vendors and townfolk in multiple cities Added spawn regions for Fire Island Updated spawn regions for Dagger Isle/Ice Island Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file Added reagent spawns in overworld spawn regions in Britannia/Lost Lands Added special reagent spawns in swamp areas Added additional overworld spawn regions in Britannia/Lost Lands Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs: Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower Updated size and positions of some existing overworld spawn regions Fixed incorrect spawn region size for small island south of Trinsic Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js) Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js) Added teleport locations within Khaldun dungeon (js/teleport.scp) Added custom AIs to existing NPC spawning in Khaldun dungeon: Ancient Lich (summons other undead, and can turn into one of them for disguise) Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs: [tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal) [shadowfiend] -> Shadowfiends (seek out and reveal hidden players) [zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants) [cursed] -> Cursed (male/female variants) [spectralarmor] -> Spectral Armor Added DFN entries for new (named) NPCs spawning in Khaldun dungeon: [lysander_gathenwale] -> Lysander Gathenwale [grimmoch_drummel] -> Grimmoch Drummel [morg_bergen] -> Morg Bergen [tavara_sewel] -> Tavara Sewel Added new NPC DFN entries: [leatherworker] -> alias for male/female leatherworker vendors [mapmaker] -> alias for male/female mapmaker vendors Added new Race DFN entries: [RACE 29] -> Cursed (enemies of RACE 30) [RACE 30] -> Zealots (enemies of RACE 29) Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn) Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js) Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js) All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs. The 'regspawn GM command now supports a new parameter called "max". Updated command syntax: 'regspawn # // perform a single respawn cycle in a specific spawn region 'regspawn all // perform a single respawn cycle across all spawn regions 'regspawn max // respawn ALL spawn regions to MAX capacity in one go Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs): MAXNPCAGGRORANGE=10 Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range. Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character: HIDEFAMEKARMATITLE (0x10000) NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js) Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!) Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!) Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*) Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands cabbages (js/server/resource/cabbages.js) canteloupes (js/server/resource/canteloupes.js) carrots (js/server/resource/carrots.js) garlic (js/server/resource/garlic.js) gourds (js/server/resource/gourds.js) honeydew melons (js/server/resource/honeydewmelon.js) onions (js/server/resource/onions.js) pumpkins (js/server/resource/pumpkins.js) squashes (js/server/resource/squashes.js) turnips (js/server/resource/turnips.js) watermelons (js/server/resource/watermelon.js) Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn) Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn) Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!) Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js) Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js) Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off. Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap") Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 08:40:02 +08:00
// Send attacker message to all nearby players, if both attacker and target are players, or if attacker is NPC and target is player
if(( !cAttack->IsNpc() && !cTarget->IsNpc() ) || ( cAttack->IsNpc() && !cTarget->IsNpc() ))
{
Small update Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168 Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js) Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds. Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js) Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn) Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn) Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax: ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag: GET=# // Inherit a specified spawn region Added spawn region for animal trainer vendor in Vesper stable Added spawn region for fur trader/tanner vendors in The Best Hides of Britain Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area) Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae Added spawn regions for stables, tailor and blacksmith inside Castle British Added spawn regions for mage shops, mage guilds and farm houses in Moonglow Added spawn regions for misc vendors and townfolk in multiple cities Added spawn regions for Fire Island Updated spawn regions for Dagger Isle/Ice Island Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file Added reagent spawns in overworld spawn regions in Britannia/Lost Lands Added special reagent spawns in swamp areas Added additional overworld spawn regions in Britannia/Lost Lands Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs: Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower Updated size and positions of some existing overworld spawn regions Fixed incorrect spawn region size for small island south of Trinsic Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js) Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js) Added teleport locations within Khaldun dungeon (js/teleport.scp) Added custom AIs to existing NPC spawning in Khaldun dungeon: Ancient Lich (summons other undead, and can turn into one of them for disguise) Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs: [tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal) [shadowfiend] -> Shadowfiends (seek out and reveal hidden players) [zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants) [cursed] -> Cursed (male/female variants) [spectralarmor] -> Spectral Armor Added DFN entries for new (named) NPCs spawning in Khaldun dungeon: [lysander_gathenwale] -> Lysander Gathenwale [grimmoch_drummel] -> Grimmoch Drummel [morg_bergen] -> Morg Bergen [tavara_sewel] -> Tavara Sewel Added new NPC DFN entries: [leatherworker] -> alias for male/female leatherworker vendors [mapmaker] -> alias for male/female mapmaker vendors Added new Race DFN entries: [RACE 29] -> Cursed (enemies of RACE 30) [RACE 30] -> Zealots (enemies of RACE 29) Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn) Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js) Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js) All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs. The 'regspawn GM command now supports a new parameter called "max". Updated command syntax: 'regspawn # // perform a single respawn cycle in a specific spawn region 'regspawn all // perform a single respawn cycle across all spawn regions 'regspawn max // respawn ALL spawn regions to MAX capacity in one go Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs): MAXNPCAGGRORANGE=10 Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range. Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character: HIDEFAMEKARMATITLE (0x10000) NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js) Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!) Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!) Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*) Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands cabbages (js/server/resource/cabbages.js) canteloupes (js/server/resource/canteloupes.js) carrots (js/server/resource/carrots.js) garlic (js/server/resource/garlic.js) gourds (js/server/resource/gourds.js) honeydew melons (js/server/resource/honeydewmelon.js) onions (js/server/resource/onions.js) pumpkins (js/server/resource/pumpkins.js) squashes (js/server/resource/squashes.js) turnips (js/server/resource/turnips.js) watermelons (js/server/resource/watermelon.js) Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn) Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn) Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!) Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js) Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js) Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off. Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap") Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 08:40:02 +08:00
for( auto &tSock : FindNearbyPlayers( cAttack ))
UOX3 0.99.5b Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer) Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script: onScrollingGumpPress( pSock, gumpID, buttonID ) Added new JS Event to allow better control over which names UOX3 sends to the client for characters: onNameRequest( myObj, requestedBy ) // return custom string, or return empty string/nothing/true/false to use default name Updated JS Events to also work for Items (previously only worked for Characters) onLightChange( myObj, lightLevel ) onTempChange( myObj, temp ) onWeatherChange( myObj, weatherType ) Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js) Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all) Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not: CRAFTCOLOUREDWEAPONS=0/1 // If enabled(1), players can craft coloured weapons. Defaults to disabled(0) Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots Fixed a rogue debug message leftover in the scissor script
2022-02-13 22:49:37 +08:00
{
Small update Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168 Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js) Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds. Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js) Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn) Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn) Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax: ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag: GET=# // Inherit a specified spawn region Added spawn region for animal trainer vendor in Vesper stable Added spawn region for fur trader/tanner vendors in The Best Hides of Britain Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area) Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae Added spawn regions for stables, tailor and blacksmith inside Castle British Added spawn regions for mage shops, mage guilds and farm houses in Moonglow Added spawn regions for misc vendors and townfolk in multiple cities Added spawn regions for Fire Island Updated spawn regions for Dagger Isle/Ice Island Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file Added reagent spawns in overworld spawn regions in Britannia/Lost Lands Added special reagent spawns in swamp areas Added additional overworld spawn regions in Britannia/Lost Lands Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs: Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower Updated size and positions of some existing overworld spawn regions Fixed incorrect spawn region size for small island south of Trinsic Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js) Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js) Added teleport locations within Khaldun dungeon (js/teleport.scp) Added custom AIs to existing NPC spawning in Khaldun dungeon: Ancient Lich (summons other undead, and can turn into one of them for disguise) Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs: [tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal) [shadowfiend] -> Shadowfiends (seek out and reveal hidden players) [zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants) [cursed] -> Cursed (male/female variants) [spectralarmor] -> Spectral Armor Added DFN entries for new (named) NPCs spawning in Khaldun dungeon: [lysander_gathenwale] -> Lysander Gathenwale [grimmoch_drummel] -> Grimmoch Drummel [morg_bergen] -> Morg Bergen [tavara_sewel] -> Tavara Sewel Added new NPC DFN entries: [leatherworker] -> alias for male/female leatherworker vendors [mapmaker] -> alias for male/female mapmaker vendors Added new Race DFN entries: [RACE 29] -> Cursed (enemies of RACE 30) [RACE 30] -> Zealots (enemies of RACE 29) Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn) Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js) Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js) All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs. The 'regspawn GM command now supports a new parameter called "max". Updated command syntax: 'regspawn # // perform a single respawn cycle in a specific spawn region 'regspawn all // perform a single respawn cycle across all spawn regions 'regspawn max // respawn ALL spawn regions to MAX capacity in one go Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs): MAXNPCAGGRORANGE=10 Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range. Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character: HIDEFAMEKARMATITLE (0x10000) NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js) Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!) Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!) Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*) Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands cabbages (js/server/resource/cabbages.js) canteloupes (js/server/resource/canteloupes.js) carrots (js/server/resource/carrots.js) garlic (js/server/resource/garlic.js) gourds (js/server/resource/gourds.js) honeydew melons (js/server/resource/honeydewmelon.js) onions (js/server/resource/onions.js) pumpkins (js/server/resource/pumpkins.js) squashes (js/server/resource/squashes.js) turnips (js/server/resource/turnips.js) watermelons (js/server/resource/watermelon.js) Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn) Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn) Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!) Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js) Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js) Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off. Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap") Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 08:40:02 +08:00
if( tSock )
UOX3 0.99.5b Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer) Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script: onScrollingGumpPress( pSock, gumpID, buttonID ) Added new JS Event to allow better control over which names UOX3 sends to the client for characters: onNameRequest( myObj, requestedBy ) // return custom string, or return empty string/nothing/true/false to use default name Updated JS Events to also work for Items (previously only worked for Characters) onLightChange( myObj, lightLevel ) onTempChange( myObj, temp ) onWeatherChange( myObj, weatherType ) Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js) Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all) Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not: CRAFTCOLOUREDWEAPONS=0/1 // If enabled(1), players can craft coloured weapons. Defaults to disabled(0) Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots Fixed a rogue debug message leftover in the scissor script
2022-02-13 22:49:37 +08:00
{
Small update Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168 Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js) Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds. Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js) Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn) Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn) Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax: ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag: GET=# // Inherit a specified spawn region Added spawn region for animal trainer vendor in Vesper stable Added spawn region for fur trader/tanner vendors in The Best Hides of Britain Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area) Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae Added spawn regions for stables, tailor and blacksmith inside Castle British Added spawn regions for mage shops, mage guilds and farm houses in Moonglow Added spawn regions for misc vendors and townfolk in multiple cities Added spawn regions for Fire Island Updated spawn regions for Dagger Isle/Ice Island Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file Added reagent spawns in overworld spawn regions in Britannia/Lost Lands Added special reagent spawns in swamp areas Added additional overworld spawn regions in Britannia/Lost Lands Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs: Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower Updated size and positions of some existing overworld spawn regions Fixed incorrect spawn region size for small island south of Trinsic Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js) Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js) Added teleport locations within Khaldun dungeon (js/teleport.scp) Added custom AIs to existing NPC spawning in Khaldun dungeon: Ancient Lich (summons other undead, and can turn into one of them for disguise) Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs: [tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal) [shadowfiend] -> Shadowfiends (seek out and reveal hidden players) [zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants) [cursed] -> Cursed (male/female variants) [spectralarmor] -> Spectral Armor Added DFN entries for new (named) NPCs spawning in Khaldun dungeon: [lysander_gathenwale] -> Lysander Gathenwale [grimmoch_drummel] -> Grimmoch Drummel [morg_bergen] -> Morg Bergen [tavara_sewel] -> Tavara Sewel Added new NPC DFN entries: [leatherworker] -> alias for male/female leatherworker vendors [mapmaker] -> alias for male/female mapmaker vendors Added new Race DFN entries: [RACE 29] -> Cursed (enemies of RACE 30) [RACE 30] -> Zealots (enemies of RACE 29) Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn) Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js) Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js) All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs. The 'regspawn GM command now supports a new parameter called "max". Updated command syntax: 'regspawn # // perform a single respawn cycle in a specific spawn region 'regspawn all // perform a single respawn cycle across all spawn regions 'regspawn max // respawn ALL spawn regions to MAX capacity in one go Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs): MAXNPCAGGRORANGE=10 Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range. Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character: HIDEFAMEKARMATITLE (0x10000) NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js) Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!) Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!) Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*) Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands cabbages (js/server/resource/cabbages.js) canteloupes (js/server/resource/canteloupes.js) carrots (js/server/resource/carrots.js) garlic (js/server/resource/garlic.js) gourds (js/server/resource/gourds.js) honeydew melons (js/server/resource/honeydewmelon.js) onions (js/server/resource/onions.js) pumpkins (js/server/resource/pumpkins.js) squashes (js/server/resource/squashes.js) turnips (js/server/resource/turnips.js) watermelons (js/server/resource/watermelon.js) Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn) Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn) Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!) Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js) Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js) Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off. Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap") Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 08:40:02 +08:00
// Valid socket found
CChar *witness = tSock->CurrcharObj();
if( ValidateObject( witness ))
{
// Fetch names of attacker and target
std::string attackerName = GetNpcDictName( cAttack, tSock, NRS_SPEECH );
std::string targetName = GetNpcDictName( cTarget, tSock, NRS_SPEECH );
UOX3 0.99.5b Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer) Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script: onScrollingGumpPress( pSock, gumpID, buttonID ) Added new JS Event to allow better control over which names UOX3 sends to the client for characters: onNameRequest( myObj, requestedBy ) // return custom string, or return empty string/nothing/true/false to use default name Updated JS Events to also work for Items (previously only worked for Characters) onLightChange( myObj, lightLevel ) onTempChange( myObj, temp ) onWeatherChange( myObj, weatherType ) Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js) Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all) Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not: CRAFTCOLOUREDWEAPONS=0/1 // If enabled(1), players can craft coloured weapons. Defaults to disabled(0) Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots Fixed a rogue debug message leftover in the scissor script
2022-02-13 22:49:37 +08:00
Small update Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168 Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js) Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds. Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js) Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn) Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn) Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax: ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag: GET=# // Inherit a specified spawn region Added spawn region for animal trainer vendor in Vesper stable Added spawn region for fur trader/tanner vendors in The Best Hides of Britain Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area) Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae Added spawn regions for stables, tailor and blacksmith inside Castle British Added spawn regions for mage shops, mage guilds and farm houses in Moonglow Added spawn regions for misc vendors and townfolk in multiple cities Added spawn regions for Fire Island Updated spawn regions for Dagger Isle/Ice Island Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file Added reagent spawns in overworld spawn regions in Britannia/Lost Lands Added special reagent spawns in swamp areas Added additional overworld spawn regions in Britannia/Lost Lands Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs: Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower Updated size and positions of some existing overworld spawn regions Fixed incorrect spawn region size for small island south of Trinsic Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js) Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js) Added teleport locations within Khaldun dungeon (js/teleport.scp) Added custom AIs to existing NPC spawning in Khaldun dungeon: Ancient Lich (summons other undead, and can turn into one of them for disguise) Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs: [tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal) [shadowfiend] -> Shadowfiends (seek out and reveal hidden players) [zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants) [cursed] -> Cursed (male/female variants) [spectralarmor] -> Spectral Armor Added DFN entries for new (named) NPCs spawning in Khaldun dungeon: [lysander_gathenwale] -> Lysander Gathenwale [grimmoch_drummel] -> Grimmoch Drummel [morg_bergen] -> Morg Bergen [tavara_sewel] -> Tavara Sewel Added new NPC DFN entries: [leatherworker] -> alias for male/female leatherworker vendors [mapmaker] -> alias for male/female mapmaker vendors Added new Race DFN entries: [RACE 29] -> Cursed (enemies of RACE 30) [RACE 30] -> Zealots (enemies of RACE 29) Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn) Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js) Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js) All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs. The 'regspawn GM command now supports a new parameter called "max". Updated command syntax: 'regspawn # // perform a single respawn cycle in a specific spawn region 'regspawn all // perform a single respawn cycle across all spawn regions 'regspawn max // respawn ALL spawn regions to MAX capacity in one go Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs): MAXNPCAGGRORANGE=10 Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range. Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character: HIDEFAMEKARMATITLE (0x10000) NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js) Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!) Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!) Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*) Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands cabbages (js/server/resource/cabbages.js) canteloupes (js/server/resource/canteloupes.js) carrots (js/server/resource/carrots.js) garlic (js/server/resource/garlic.js) gourds (js/server/resource/gourds.js) honeydew melons (js/server/resource/honeydewmelon.js) onions (js/server/resource/onions.js) pumpkins (js/server/resource/pumpkins.js) squashes (js/server/resource/squashes.js) turnips (js/server/resource/turnips.js) watermelons (js/server/resource/watermelon.js) Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn) Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn) Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!) Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js) Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js) Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off. Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap") Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 08:40:02 +08:00
// Send an emote about attacking target to nearby witness
cAttack->TextMessage( tSock, 334, EMOTE, 0, attackerName.c_str(), targetName.c_str() ); // You see %s attacking target
}
UOX3 0.99.5b Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer) Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script: onScrollingGumpPress( pSock, gumpID, buttonID ) Added new JS Event to allow better control over which names UOX3 sends to the client for characters: onNameRequest( myObj, requestedBy ) // return custom string, or return empty string/nothing/true/false to use default name Updated JS Events to also work for Items (previously only worked for Characters) onLightChange( myObj, lightLevel ) onTempChange( myObj, temp ) onWeatherChange( myObj, weatherType ) Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js) Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all) Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not: CRAFTCOLOUREDWEAPONS=0/1 // If enabled(1), players can craft coloured weapons. Defaults to disabled(0) Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots Fixed a rogue debug message leftover in the scissor script
2022-02-13 22:49:37 +08:00
}
}
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
if( !cTarget->IsNpc() )
{
CSocket *iSock = cTarget->GetSocket();
2021-06-12 07:30:23 -04:00
if( iSock != nullptr )
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
std::string attackerName = GetNpcDictName( cAttack, iSock, NRS_SPEECH );
cTarget->TextMessage( iSock, 1281, EMOTE, 1, attackerName.c_str() ); // %s is attacking you!
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::GetWeapon()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Find what weapon (if any) character is holding
//o------------------------------------------------------------------------------------------------o
CItem * CHandleCombat::GetWeapon( CChar *i )
{
if( !ValidateObject( i ))
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return nullptr;
CItem *j = i->GetItemAtLayer( IL_RIGHTHAND );
if( ValidateObject( j ))
{
if( j->IsSpellBook() )
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return nullptr;
return j;
}
j = i->GetItemAtLayer( IL_LEFTHAND );
if( ValidateObject( j ) && !j->IsShieldType() )
return j;
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return nullptr;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::GetShield()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Check players hands for a shield
//o------------------------------------------------------------------------------------------------o
CItem * CHandleCombat::GetShield( CChar *i )
{
if( ValidateObject( i ))
{
CItem *shield = i->GetItemAtLayer( IL_LEFTHAND );
if( ValidateObject( shield ) && shield->IsShieldType() )
return shield;
}
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return nullptr;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::GetWeaponType()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Find what weapon type a character is holding (based on its ID)
//o------------------------------------------------------------------------------------------------o
UI08 CHandleCombat::GetWeaponType( CItem *i )
{
if( !ValidateObject( i ))
return WRESTLING;
switch( i->GetId() )
{
// Slashing Swords
case 0x0EC4: //skinning knife
case 0x0EC5: //skinning knife
case 0x0F60: //longsword
case 0x0F61: //longsword
case 0x13B7: //long sword
case 0x13B8: //long sword
case 0x1440: //cutlass
case 0x1441: //cutlass
case 0x26BB: //bone harvester - AoS
case 0x26C5: //bone harvester - AoS
case 0x2573: //magic sword - LBR
case 0x2574: //magic sword - LBR
case 0x2575: //magic sword - LBR
case 0x2576: //magic sword - LBR
case 0x257E: //short sword - LBR
case 0x27A4: //wakizashi - SE
case 0x27EF: //wakizashi - SE
case 0x0907: //gargish shortblade - SA
case 0x4076: //gargish shortblade - SA
case 0x48C6: //gargish bone harvester - SA
case 0x48C7: //gargish bone harvester - SA
return DEF_SWORDS;
// Default Swords
case 0x13F6: //butcher knife
case 0x13F7: //butcher knife
case 0x13FE: //katana
case 0x13FF: //katana
case 0x13B5: //scimitar
case 0x13B6: //scimitar
case 0x13B9: //viking sword
case 0x13BA: //viking sword
case 0x255E: //ratman sword - LBR
case 0x2560: //skeleton scimitar - LBR
case 0x090C: //gargish glass sword - SA
case 0x4073: //gargish glass sword - SA
case 0x0900: //gargish stone war sword - SA
case 0x4071: //gargish stone war sword - SA
case 0x48B6: //gargish butcherknife - SA
case 0x48B7: //gargish butcherknife - SA
case 0x48BA: //gargish katana - SA
case 0x48BB: //gargish katana - SA
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 0xA28B: //bladed whip - ToL
case 0xA293: //bladed whip - ToL
case 0xB4CD: //Gargish Bokuto Publish 123
case 0xB4CE: //Gargish Bokuto Publish 123
return SLASH_SWORDS;
// One-Handed Lg. Swords
case 0x0F5E: //broadsword
case 0x0F5F: //broadsword
case 0x257D: //longsword - LBR
case 0x26CE: //paladin sword - AoS
case 0x26CF: //paladin sword - AoS
case 0x2554: //daemon sword - LBR
case 0x2D27: //radiant scimitar - ML
case 0x2D33: //radiant scimitar - ML
case 0x2D29: //elven machete - ML
case 0x2D35: //elven machete - ML
case 0x090B: //gargish dread sword - SA
case 0x4074: //gargish dread sword - SA
Various fixes and additions Updated CGump_AddToolTip() gump method - now accepts up to 10 optional cliloc arguments to go with specified cliloc. Can also be used to display custom tooltip text if used with a cliloc like 1114778. Cliloc arguments and custom tooltips only work in client version 7.0.16.0 or above. Updated CPSendGumpMenu::AddCommand() to use the safer vsnprintf instead of vsprintf, and increased msg buffer size from 512 to 1024 Updated CPIUpdateRangeChange::Handle() to include additional client definitions: CV_HS2D and CV_HS3D Added new pack types in PackTypes enum: PT_GAME_BACKGAMMON, PT_GAME_CHESS, PT_MAILBOX1, PT_MAILBOX2, PT_MAILBOX3, PT_MAILBOX4, PT_MAILBOX5, PT_MAILBOX6, PT_MAILBOX7, PT_MAILBOX8, PT_MAILBOX9, PT_WALLSAFE, PT_SAFE Updated getPackType() with additional container definitions for the following pack types: PT_RBASKET - winnoning basket (0x1882) PT_GCHEST - gargoyle chests (0x4025, 0x4026), metal chests (0xA304, 0xA305), rusty metal chests (0xA306, 0xA307), gold chests (0xA308, 0xA309), barnacle metal chests (0xA30A, 0xA30B) PT_GAME_BACKGAMMON - backgammon boards (0x0E1C, 0x0FAD) PT_GAME_CHESS - chess board (0x0FA6) PT_MAILBOX1 - dolphin mailbox (0xA202, 0xA203, 0xA204, 0xA205) PT_MAILBOX2 - squirrel mailbox (0xA206, 0xA207, 0xA208, 0xA209) PT_MAILBOX3 - barrel mailbox (0xA1F5, 0xA1F6, 0xA1F7, 0xA1F8) PT_MAILBOX4 - light mailbox (0xA268, 0xA269, 0xA26A, 0xA26B, 0xA26C, 0xA26D, 0xA26E, 0xA26F) PT_MAILBOX5 - sitting kitten mailbox (0xA3EB, 0xA3EC, 0xA3ED, 0xA3EE) PT_MAILBOX6 - standing kitten mailbox (0xA3EF, 0xA3F0, 0xA3F1, 0xA3F2) PT_MAILBOX7 - scarecrow mailbox (0xA3F3, 0xA3F4, 0xA3F5, 0xA3F6) PT_MAILBOX8 - lion mailbox (0xA3F7, 0xA3F8, 0xA3F9, 0xA3FA) PT_MAILBOX9 - square gray mailbox (0x4141, 0x4142, 0x4143, 0x4144) PT_WALLSAFE - wall safe (0x8B8F, 0x8B90) PT_SAFE - safe (0x9C18, 0x9C19) Updated CItem::IsShieldType() to include shield IDs from SA expansion Added IL_TALISMAN (0x09) and IL_FACE (0x0F) to ItemLayers enum to allow equipping talismans and faces in clients that support this Updated getWeaponType() (in both code and JS) with additional weapon definitions: ONEHND_LG_SWORDS - anquique sword 1 (0xA33B, 0xA33C), antique sword 2 (0xA33D, 0xA33E), antique sword 3 (0xA33F, 0xA340), skull sword (0xA341, 0xA342), gargoyle skull sword (0xA345, 0xA346) LG_MACES - skull staff (0xA343, 0xA344), gargoyle skull staff (0xA347, 0xA348) Updates keys.js with some distance checks Misc updates to JS Docs
2020-08-05 09:19:43 +08:00
case 0xA33B: //antique sword 1 south
case 0xA33C: //antique sword 1 east
case 0xA33D: //antique sword 2 south
case 0xA33E: //antique sword 2 east
case 0xA33F: //antique sword 3 south
case 0xA340: //antique sword 3 east
case 0xA341: //skull sword south
case 0xA342: //skull sword east
case 0xA345: //gargoyle skull sword south
case 0xA346: //gargoyle skull sword east
return ONEHND_LG_SWORDS;
// Two-Handed Lg. Swords
case 0x143E: //halberd
case 0x143F: //halberd
case 0x26BD: //bladed staff - AoS
case 0x26C7: //bladed staff - AoS
case 0x26C1: //crescent blade - AoS
case 0x26CB: //crescent blade - AoS
case 0x2578: //no-dachi - LBR
case 0x27A2: //no-dachi - SE
case 0x27ED: //no-dachi - SE
case 0x27A8: //bokuto - SE
case 0x27F3: //bokuto - SE
case 0x2D26: //rune blade - ML
case 0x2D32: //rune blade - ML
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 0x0908: //gargish talwar - SA
case 0x4075: //gargish talwar - SA
case 0xB4BF: //Tachi Publish 123
case 0xB4C0: //Tachi Publish 123
return TWOHND_LG_SWORDS;
// Bardiche
case 0x0F4D: //bardiche
case 0x0F4E: //bardiche
case 0x26BA: //scythe - AoS
case 0x26C4: //scythe - AoS
case 0x255B: //ophidian bardiche - LBR
case 0x2577: //naginata - LBR
case 0x48B4: //gargish bardiche - SA
case 0x48B5: //gargish bardiche - SA
case 0x48C4: //gargish scythe - SA
case 0x48C5: //gargish scythe - SA
return BARDICHE;
// One-Handed Axes
case 0x0EC2: //cleaver
case 0x0EC3: //cleaver
case 0x0E85: //pickaxe
case 0x0E86: //pickaxe
case 0x2567: //orc lord battleaxe - LBR
case 0x2579: //pick - LBR
case 0x48AE: //gargish cleaver
case 0x48AF: //gargish cleaver
return ONEHND_AXES;
// Two-Handed Axes
case 0x13FA: //large battle axe
case 0x13FB: //large battle axe
case 0x1442: //two handed axe
case 0x1443: //two handed axe
case 0x0F43: //hatchet
case 0x0F44: //hatchet
case 0x0F45: //executioner's axe
case 0x0F46: //executioner's axe
case 0x0F47: //battle axe
case 0x0F48: //battle axe
case 0x0F49: //axe
case 0x0F4A: //axe
case 0x0F4B: //double axe
case 0x0F4C: //double axe
case 0x255F: //skeleton axe - LBR
case 0x255D: //ratman axe - LBR
case 0x2564: //troll axe - LBR
case 0x2570: //hatchet - LBR
case 0x2D28: //ornate axe - ML
case 0x2D34: //ornate axe - ML
case 0x48B0: //gargish battleaxe - SA
case 0x48B1: //gargish battleaxe - SA
case 0x48B2: //gargish axe - SA
case 0x48B3: //gargish axe - SA
case 0xB4DE: //Skull_Axe Publish 123
case 0xB4DF: //Skull_Axe Publish 123
return TWOHND_AXES;
// Default Maces
2024-05-27 16:58:40 -05:00
case 0x0DF2: // Wand
case 0x0DF3: // Wand
case 0x0DF4: // Wand
case 0x0DF5: // Wand
2026-01-01 14:02:12 -06:00
case 0xA767: // Wand - ToL
case 0xA768: // Wand - ToL
case 0x13E3: //smith's hammer
case 0x13E4: //smith's hammer
case 0x13B3: //club
case 0x13B4: //club
case 0x0FB4: //sledge hammer
case 0x0FB5: //sledge hammer
case 0x0F5C: //mace
case 0x0F5D: //mace
case 0x1406: //war mace
case 0x1407: //war mace
case 0x143C: //hammer pick
case 0x143D: //hammer pick
case 0x13AF: //war axe
case 0x13B0: //war axe
case 0x143A: //maul
case 0x143B: //maul
case 0x26BC: //scepter - AoS
case 0x26C6: //scepter - AoS
case 0x2557: //lizardman's mace - LBR
case 0x255C: //orc club - LBR
case 0x256F: //smyth's hammer - LBR
case 0x257F: //war mace - LBR
case 0x2D24: //diamond mace - ML
case 0x2D30: //diamond mace - ML
case 0x2D25: //wild staff - ML
case 0x2D31: //wild staff - ML
case 0x0903: //gargish disc mace - SA
case 0x406E: //gargish disc mace - SA
case 0x48C2: //gargish maul - SA
case 0x48C3: //gargish maul - SA
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 0xA289: //barbed whip - ToL
case 0xA291: //barbed whip - ToL
2026-01-01 14:02:12 -06:00
case 0xAF2D: //Bottle - ToL
case 0xAEA4: //Air Paladin Hammer - ToL
case 0xAEB3: //Water Paladin Hammer - ToL
case 0xAEC2: //Earth Paladin Hammer - ToL
case 0xAED1: //Fire Paladin Hammer - ToL
case 0xB4C1: //Escrima Publish 123
case 0xB4C2: //Escrima Publish 123
case 0xB4CB: //Gargish Otsuchi Publish 123
case 0xB4CC: //Gargish Otsuchi Publish 123
case 0xB4DA: //Skull_Mace Publish 123
case 0xB4DB: //Skull_Mace Publish 123
return DEF_MACES;
// Large Maces
case 0x13F4: //crook
case 0x13F5: //crook
case 0x13F8: //gnarled staff
case 0x13F9: //gnarled staff
case 0x0DF0: //black staff
case 0x0DF1: //black staff
case 0x0E81: //shepherd's crook
case 0x0E82: //shepherd's crook
case 0x0E89: //quarter staff
case 0x0E8A: //quarter staff
case 0x1438: //war hammer
case 0x1439: //war hammer
case 0x2555: //ettin hammer - LBR
case 0x2556: //liche's staff - LBR
case 0x2559: //ogre's club - LBR
case 0x255A: //ophidian staff - LBR
case 0x2561: //terathan staff - LBR
case 0x2565: //troll maul - LBR
case 0x2566: //frost troll club - LBR
case 0x2568: //orc mage staff - LBR
case 0x2569: //bone mage staff - LBR
case 0x256B: //magic staff - LBR
case 0x256C: //magic staff - LBR
case 0x256D: //magic staff - LBR
case 0x256E: //magic staff - LBR
case 0x27A3: //tessen - SE
case 0x27EE: //tessen - SE
case 0x27A6: //tetsubo - SE
case 0x27F1: //tetsubo - SE
case 0x27AE: //nunchako - SE
case 0x27F9: //nunchako - SE
case 0x48C0: //gargish war hammer - SA
case 0x48C1: //gargish war hammer - SA
case 0x48CC: //gargish tessen - SA
case 0x48CD: //gargish tessen - SA
case 0x0905: //gargish glass staff - SA
case 0x4070: //gargish glass staff - SA
case 0x0906: //gargish serpentstone staff - SA
case 0x406F: //gargish serpentstone staff - SA
Various fixes and additions Updated CGump_AddToolTip() gump method - now accepts up to 10 optional cliloc arguments to go with specified cliloc. Can also be used to display custom tooltip text if used with a cliloc like 1114778. Cliloc arguments and custom tooltips only work in client version 7.0.16.0 or above. Updated CPSendGumpMenu::AddCommand() to use the safer vsnprintf instead of vsprintf, and increased msg buffer size from 512 to 1024 Updated CPIUpdateRangeChange::Handle() to include additional client definitions: CV_HS2D and CV_HS3D Added new pack types in PackTypes enum: PT_GAME_BACKGAMMON, PT_GAME_CHESS, PT_MAILBOX1, PT_MAILBOX2, PT_MAILBOX3, PT_MAILBOX4, PT_MAILBOX5, PT_MAILBOX6, PT_MAILBOX7, PT_MAILBOX8, PT_MAILBOX9, PT_WALLSAFE, PT_SAFE Updated getPackType() with additional container definitions for the following pack types: PT_RBASKET - winnoning basket (0x1882) PT_GCHEST - gargoyle chests (0x4025, 0x4026), metal chests (0xA304, 0xA305), rusty metal chests (0xA306, 0xA307), gold chests (0xA308, 0xA309), barnacle metal chests (0xA30A, 0xA30B) PT_GAME_BACKGAMMON - backgammon boards (0x0E1C, 0x0FAD) PT_GAME_CHESS - chess board (0x0FA6) PT_MAILBOX1 - dolphin mailbox (0xA202, 0xA203, 0xA204, 0xA205) PT_MAILBOX2 - squirrel mailbox (0xA206, 0xA207, 0xA208, 0xA209) PT_MAILBOX3 - barrel mailbox (0xA1F5, 0xA1F6, 0xA1F7, 0xA1F8) PT_MAILBOX4 - light mailbox (0xA268, 0xA269, 0xA26A, 0xA26B, 0xA26C, 0xA26D, 0xA26E, 0xA26F) PT_MAILBOX5 - sitting kitten mailbox (0xA3EB, 0xA3EC, 0xA3ED, 0xA3EE) PT_MAILBOX6 - standing kitten mailbox (0xA3EF, 0xA3F0, 0xA3F1, 0xA3F2) PT_MAILBOX7 - scarecrow mailbox (0xA3F3, 0xA3F4, 0xA3F5, 0xA3F6) PT_MAILBOX8 - lion mailbox (0xA3F7, 0xA3F8, 0xA3F9, 0xA3FA) PT_MAILBOX9 - square gray mailbox (0x4141, 0x4142, 0x4143, 0x4144) PT_WALLSAFE - wall safe (0x8B8F, 0x8B90) PT_SAFE - safe (0x9C18, 0x9C19) Updated CItem::IsShieldType() to include shield IDs from SA expansion Added IL_TALISMAN (0x09) and IL_FACE (0x0F) to ItemLayers enum to allow equipping talismans and faces in clients that support this Updated getWeaponType() (in both code and JS) with additional weapon definitions: ONEHND_LG_SWORDS - anquique sword 1 (0xA33B, 0xA33C), antique sword 2 (0xA33D, 0xA33E), antique sword 3 (0xA33F, 0xA340), skull sword (0xA341, 0xA342), gargoyle skull sword (0xA345, 0xA346) LG_MACES - skull staff (0xA343, 0xA344), gargoyle skull staff (0xA347, 0xA348) Updates keys.js with some distance checks Misc updates to JS Docs
2020-08-05 09:19:43 +08:00
case 0xA343: //skull staff south
case 0xA344: //skull staff east
case 0xA347: //gargoyle skull staff south
case 0xA348: //gargoyle skull staff east
case 0xA7C3: //candycane staff
case 0xA7C4: //candycane staff
case 0xB4C3: //Bo Staff Publish 123
case 0xB4C4: //Bo Staff Publish 123
return LG_MACES;
// Bows
case 0x13B1: //bow
case 0x13B2: //bow
case 0x26C2: //composite bow - AoS
case 0x26CC: //composite bow - AoS
case 0x2571: //horseman's bow - LBR
case 0x27A5: //yumi - SE
case 0x27F0: //yumi - SE
case 0x2D1E: //elven composite longbow - ML
case 0x2D2A: //elven composite longbow - ML
case 0x2D1F: //magical shortbow - ML
case 0x2D2B: //magical shortbow - ML
return BOWS;
// Crossbows
case 0x0F4F: //crossbow
case 0x0F50: //crossbow
case 0x13FC: //heavy crossbow
case 0x13FD: //heavy crossbow
case 0x26C3: //repeating crossbow - AoS
case 0x26CD: //repeating crossbow - AoS
case 0xB4DC: //Skull_Crossbow Publish 123
case 0xB4DD: //Skull_Crossbow Publish 123
return XBOWS;
case 0x27AA: //fukiya - SE - Blowgun, uses Dart ammo (0x2806 or 0x2804)
case 0x27F5: //fukiya - SE - Blowgun, uses Dart ammo (0x2806 or 0x2804)
return BLOWGUNS;
// Normal Fencing Weapons
case 0x0F51: //dagger
case 0x0F52: //dagger
case 0x1400: //kryss
case 0x1401: //kryss
case 0x1402: //short spear
case 0x1403: //short spear
case 0x1404: //war fork
case 0x1405: //war fork
case 0x257C: //sword(rapier) - LBR
case 0x2D20: //elven spellblade - ML
case 0x2D2C: //elven spellblade - ML
case 0x2D21: //assassin spike - ML
case 0x2D2D: //assassin spike - ML
case 0x2D22: //leafblade - ML
case 0x2D2E: //leafblade - ML
case 0x2D23: //war cleaver - ML
case 0x2D2F: //war cleaver - ML
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 0x0902: //gargish dagger - SA
case 0x406A: //gargish dagger
case 0x08FE: //gargish bloodblade - SA
case 0x4072: //gargish bloodblade - SA
case 0x48BC: //gargish kryss - SA
case 0x48BD: //gargish kryss - SA
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 0xA28A: //spiked whip - ToL
case 0xA292: //spiked whip - ToL
2026-01-01 14:02:12 -06:00
case 0xAEA5: //Air Paladin fork - ToL
case 0xAEB4: //Water Paladin fork - ToL
case 0xAEC3: //Earth Paladin fork - ToL
case 0xAED2: //Fire Paladin fork - ToL
case 0xB4C7: //Tanto Publish 123
case 0xB4C8: //Tanto Publish 123
case 0xB4C9: //Gargish Tanto Publish 123
case 0xB4CA: //Gargish Tanto Publish 123
case 0xB4D4: //Skull_Blade Publish 123
case 0xB4D5: //Skull_Blade Publish 123
return DEF_FENCING;
// Stabbing Fencing Weapons
case 0x0E87: //pitchfork
case 0x0E88: //pitchfork
case 0x0F62: //spear
case 0x0F63: //spear
case 0x26BE: //pike - AoS
case 0x26C8: //pike - AoS
case 0x26BF: //double bladed staff - AoS
case 0x26C9: //double bladed staff - AoS
case 0x26C0: //lance - AoS
case 0x26CA: //lance - AoS
case 0x2558: //lizardman's spear - LBR
case 0x2562: //terathan spear - LBR
case 0x2572: //horseman's javelin - LBR
case 0x257A: //spear - LBR
case 0x257B: //spear - LBR
case 0x27A7: //lajatang - SE
case 0x27F2: //lajatang - SE
case 0x0904: //gargish dual pointed spear - SA
case 0x406D: //gargish dual pointed spear - SA
case 0x48C8: //gargish pike - SA
case 0x48C9: //gargish pike - SA
case 0x48CA: //gargish lance - SA
case 0x48CB: //gargish lance - SA
case 0xB4C5: //Yari Publish 123
case 0xB4C6: //Yari Publish 123
case 0xB4D6: //Skull_Spear Publish 123
case 0xB4D7: //Skull_Spear Publish 123
return TWOHND_FENCING;
case 0x27AF: //sai - SE
case 0x27FA: //sai - SE
return DUAL_FENCING_STAB;
case 0x27AB: //tekagi - SE
case 0x27F6: //tekagi - SE
case 0x27AD: //kama - SE
case 0x27F8: //kama - SE
case 0x48CE: //gargish tekagi - SA
case 0x48CF: //gargish tekagi - SA
return DUAL_FENCING_SLASH;
case 0x27A9: //daisho - SE
case 0x27F4: //daisho - SE
case 0x08FD: //gargish dual short axes - SA
case 0x4068: //gargish dual short axes - SA
case 0x48D0: //gargish daisho - SA
case 0x48D1: //gargish daisho - SA
return DUAL_SWORD;
case 0x08FF: //gargish boomerang - SA
case 0x4067: //gargish boomerang - SA
case 0x0901: //gargish cyclone - SA
case 0x406C: //gargish cyclone - SA
case 0x090A: //gargish soul glaive - SA
case 0x406B: //gargish soul glaive - SA
case 0xB4E0: //Skull_Glaive_G Publish 123
case 0xB4E1: //Skull_Glaive_G Publish 123
return THROWN;
default: // Wrestling
return WRESTLING;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::GetBowType()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Find if character is holding a Bow or XBow
//o------------------------------------------------------------------------------------------------o
UI08 CHandleCombat::GetBowType( CItem *bItem )
{
if( !ValidateObject( bItem ))
return 0;
switch( GetWeaponType( bItem ))
{
case BOWS:
return BOWS;
case XBOWS:
return XBOWS;
case BLOWGUNS:
return BLOWGUNS;
default:
return 0;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::GetCombatSkill()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Gets your combat skill based on the weapon in your hand (if any)
//o------------------------------------------------------------------------------------------------o
UI08 CHandleCombat::GetCombatSkill( CItem *wItem )
{
if( !ValidateObject( wItem ))
return WRESTLING;
switch( GetWeaponType( wItem ))
{
case DEF_SWORDS:
case SLASH_SWORDS:
case ONEHND_LG_SWORDS:
case TWOHND_LG_SWORDS:
case ONEHND_AXES:
case TWOHND_AXES:
case BARDICHE:
case DUAL_SWORD:
return SWORDSMANSHIP;
case DEF_MACES:
case LG_MACES:
return MACEFIGHTING;
case DEF_FENCING:
case TWOHND_FENCING:
case DUAL_FENCING_SLASH:
case DUAL_FENCING_STAB:
return FENCING;
case BOWS:
case XBOWS:
case BLOWGUNS:
return ARCHERY;
case THROWN:
return THROWING;
case WRESTLING:
default:
return WRESTLING;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::CalcAttackPower()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Calculate total attack power and do damage to the weapon
//o------------------------------------------------------------------------------------------------o
SI16 CHandleCombat::CalcAttackPower( CChar *p, bool doDamage )
{
if( !ValidateObject( p ))
return 0;
2003-03-04 14:55:47 +00:00
SI16 getDamage = 0;
CItem *weapon = GetWeapon( p );
if( ValidateObject( weapon ))
{
if( weapon->GetLoDamage() > 0 && weapon->GetHiDamage() > 0 )
{
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// Calculate random damage dealt by weapon based on lo/hi damage from dfns
if( weapon->GetLoDamage() >= weapon->GetHiDamage() )
{
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) -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 caused by changing an items layer -Fixed a bug causing NPC's to always be the first attacker -Armor DEF system overhauled to match OSI system -Updated Hash Table Remove() calls to remove unrefrenced parameter "index" -Changed cSocket::Get/SetDWord() to a UI32 to fix problems checking it against INVALIDSERIAL and storing large serial numbers -Changed cSocket::AddID() to a UI32 for the same reason as above -Changed cSocket:::Get/SetWord() to a UI16 to fix possible problems storing ID's -Fixed up calcStealDiff() to match new weight system -Minor updates to CPStatsWindow to match the new Armor DEF system and Weight system -Fixed calls to getTileName() so the names container was set with MAX_NAME -Fixed up getFieldDir() using direction typedefs -Changed Get/SetMagic() to Get/SetMovable() -Cleaned up some unrefrenced params -Changed some int's to UI16's in books.cpp -WorldSave Changes: -XYZ and worldnum to Location=x,y,z,worldnum -HiDamage and LoDamage into Damage=hidamage,lodamage -Strength,st2,Dexterity,dx2,Intelligence,in2 changed to Strength=str,st2, Intelligence=int,in2, Dexterity=dex,dx2 -DWord0-3 changed to DWords=0,1,2,3 -FX1,FY1,FX2,FY2,FZ1 changed to WanderArea=FX1,FY1,FX2,FY2,FZ1 -MoreX,MoreY,MoreZ changed to MoreXYZ=morex,morey,morez -More,More2 changed to More=more,more2 -Type,Type2 changed to Type=type,type2 -Light,Rain,Heat,Cold,Snow,Lightning changed to RaceDamage=Light,Rain,Heat,Cold,Snow,Lightning -Fame,Karma,Kills changed to Reputation=fame,karma,kills -Complete rewrite to the Weight system -Weight is more permanent, removed need to recalc it constantly -Packs now show the weight of themselves and all their contents -Packs now have a weight limit (currently hardcapped to 400, should make it based on type of container and possibly scriptable) -All items use the weight value given to them in the scripts unless the entry is 0 in which case they pull weight from the MUL's -Better handling of overloaded for teleport / recall / walking -Weight will max out at 65535 stones and can not go lower than 0 stones -Items container is now set as a cBaseObject -Fixed up itemsfx() and renamed it to itemSound(), now better handles Gold sfx and where an item was dropped (ie in a pack or on the ground) -Cleaned up goldsfx() and renamed it to goldSound() -Many fixes to get/drop/wear/packItem functions -Minor fixes/cleanups in movement.cpp -Fixed a worldsave crash with tamed creatures -Pressing 0 in console reloads items as well as everything else -Made dagger usable for carve again -Fixed a horse mounting distance check -Noted (and in some cases fixed) unrefrenced variables throughout the code -Converted inscribe.gmp to inscribe.dfn and used NewMakeMenu() in favor of the old make menu system -Updated GetMagic() == 3 calls to IsLockedDown() calls (as that is all it should be used for) -Fixed up all IsLockedDown() calls, resources that are LockedDown can NOT be used, even by GM, until released -Also note, items that should be usable if locked: Skill items (looms, training dummies, etc, Recall runes) -Moved the two functions from newbie.cpp to pcmanage.cpp and removed newbie.cpp from the project -Moved action() and impaction() to effects.cpp -Moved isHuman() to npcs.cpp -Where possible made functions that were part of classes private -Made use of cCombat::getWeaponTyp
2003-03-13 09:05:58 +00:00
getDamage += weapon->GetLoDamage();
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
{
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) -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 caused by changing an items layer -Fixed a bug causing NPC's to always be the first attacker -Armor DEF system overhauled to match OSI system -Updated Hash Table Remove() calls to remove unrefrenced parameter "index" -Changed cSocket::Get/SetDWord() to a UI32 to fix problems checking it against INVALIDSERIAL and storing large serial numbers -Changed cSocket::AddID() to a UI32 for the same reason as above -Changed cSocket:::Get/SetWord() to a UI16 to fix possible problems storing ID's -Fixed up calcStealDiff() to match new weight system -Minor updates to CPStatsWindow to match the new Armor DEF system and Weight system -Fixed calls to getTileName() so the names container was set with MAX_NAME -Fixed up getFieldDir() using direction typedefs -Changed Get/SetMagic() to Get/SetMovable() -Cleaned up some unrefrenced params -Changed some int's to UI16's in books.cpp -WorldSave Changes: -XYZ and worldnum to Location=x,y,z,worldnum -HiDamage and LoDamage into Damage=hidamage,lodamage -Strength,st2,Dexterity,dx2,Intelligence,in2 changed to Strength=str,st2, Intelligence=int,in2, Dexterity=dex,dx2 -DWord0-3 changed to DWords=0,1,2,3 -FX1,FY1,FX2,FY2,FZ1 changed to WanderArea=FX1,FY1,FX2,FY2,FZ1 -MoreX,MoreY,MoreZ changed to MoreXYZ=morex,morey,morez -More,More2 changed to More=more,more2 -Type,Type2 changed to Type=type,type2 -Light,Rain,Heat,Cold,Snow,Lightning changed to RaceDamage=Light,Rain,Heat,Cold,Snow,Lightning -Fame,Karma,Kills changed to Reputation=fame,karma,kills -Complete rewrite to the Weight system -Weight is more permanent, removed need to recalc it constantly -Packs now show the weight of themselves and all their contents -Packs now have a weight limit (currently hardcapped to 400, should make it based on type of container and possibly scriptable) -All items use the weight value given to them in the scripts unless the entry is 0 in which case they pull weight from the MUL's -Better handling of overloaded for teleport / recall / walking -Weight will max out at 65535 stones and can not go lower than 0 stones -Items container is now set as a cBaseObject -Fixed up itemsfx() and renamed it to itemSound(), now better handles Gold sfx and where an item was dropped (ie in a pack or on the ground) -Cleaned up goldsfx() and renamed it to goldSound() -Many fixes to get/drop/wear/packItem functions -Minor fixes/cleanups in movement.cpp -Fixed a worldsave crash with tamed creatures -Pressing 0 in console reloads items as well as everything else -Made dagger usable for carve again -Fixed a horse mounting distance check -Noted (and in some cases fixed) unrefrenced variables throughout the code -Converted inscribe.gmp to inscribe.dfn and used NewMakeMenu() in favor of the old make menu system -Updated GetMagic() == 3 calls to IsLockedDown() calls (as that is all it should be used for) -Fixed up all IsLockedDown() calls, resources that are LockedDown can NOT be used, even by GM, until released -Also note, items that should be usable if locked: Skill items (looms, training dummies, etc, Recall runes) -Moved the two functions from newbie.cpp to pcmanage.cpp and removed newbie.cpp from the project -Moved action() and impaction() to effects.cpp -Moved isHuman() to npcs.cpp -Where possible made functions that were part of classes private -Made use of cCombat::getWeaponTyp
2003-03-13 09:05:58 +00:00
getDamage += RandomNum( weapon->GetLoDamage(), weapon->GetHiDamage() );
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
}
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) -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 caused by changing an items layer -Fixed a bug causing NPC's to always be the first attacker -Armor DEF system overhauled to match OSI system -Updated Hash Table Remove() calls to remove unrefrenced parameter "index" -Changed cSocket::Get/SetDWord() to a UI32 to fix problems checking it against INVALIDSERIAL and storing large serial numbers -Changed cSocket::AddID() to a UI32 for the same reason as above -Changed cSocket:::Get/SetWord() to a UI16 to fix possible problems storing ID's -Fixed up calcStealDiff() to match new weight system -Minor updates to CPStatsWindow to match the new Armor DEF system and Weight system -Fixed calls to getTileName() so the names container was set with MAX_NAME -Fixed up getFieldDir() using direction typedefs -Changed Get/SetMagic() to Get/SetMovable() -Cleaned up some unrefrenced params -Changed some int's to UI16's in books.cpp -WorldSave Changes: -XYZ and worldnum to Location=x,y,z,worldnum -HiDamage and LoDamage into Damage=hidamage,lodamage -Strength,st2,Dexterity,dx2,Intelligence,in2 changed to Strength=str,st2, Intelligence=int,in2, Dexterity=dex,dx2 -DWord0-3 changed to DWords=0,1,2,3 -FX1,FY1,FX2,FY2,FZ1 changed to WanderArea=FX1,FY1,FX2,FY2,FZ1 -MoreX,MoreY,MoreZ changed to MoreXYZ=morex,morey,morez -More,More2 changed to More=more,more2 -Type,Type2 changed to Type=type,type2 -Light,Rain,Heat,Cold,Snow,Lightning changed to RaceDamage=Light,Rain,Heat,Cold,Snow,Lightning -Fame,Karma,Kills changed to Reputation=fame,karma,kills -Complete rewrite to the Weight system -Weight is more permanent, removed need to recalc it constantly -Packs now show the weight of themselves and all their contents -Packs now have a weight limit (currently hardcapped to 400, should make it based on type of container and possibly scriptable) -All items use the weight value given to them in the scripts unless the entry is 0 in which case they pull weight from the MUL's -Better handling of overloaded for teleport / recall / walking -Weight will max out at 65535 stones and can not go lower than 0 stones -Items container is now set as a cBaseObject -Fixed up itemsfx() and renamed it to itemSound(), now better handles Gold sfx and where an item was dropped (ie in a pack or on the ground) -Cleaned up goldsfx() and renamed it to goldSound() -Many fixes to get/drop/wear/packItem functions -Minor fixes/cleanups in movement.cpp -Fixed a worldsave crash with tamed creatures -Pressing 0 in console reloads items as well as everything else -Made dagger usable for carve again -Fixed a horse mounting distance check -Noted (and in some cases fixed) unrefrenced variables throughout the code -Converted inscribe.gmp to inscribe.dfn and used NewMakeMenu() in favor of the old make menu system -Updated GetMagic() == 3 calls to IsLockedDown() calls (as that is all it should be used for) -Fixed up all IsLockedDown() calls, resources that are LockedDown can NOT be used, even by GM, until released -Also note, items that should be usable if locked: Skill items (looms, training dummies, etc, Recall runes) -Moved the two functions from newbie.cpp to pcmanage.cpp and removed newbie.cpp from the project -Moved action() and impaction() to effects.cpp -Moved isHuman() to npcs.cpp -Where possible made functions that were part of classes private -Made use of cCombat::getWeaponTyp
2003-03-13 09:05:58 +00:00
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
// Apply damage to (player's) weapon based on corrosion level, if this system is enabled
CSocket *mSock = p->GetSocket();
if( cwmWorldState->ServerData()->PoisonCorrosionSystem() )
{
TAGMAPOBJECT localObject = weapon->GetTag( "corrosionLevel" );
if( localObject.m_IntValue > 0 )
{
// Weapon has corrosion damage, apply durability loss equal to corrosion level!
weapon->SetHP( weapon->GetHP() - static_cast<SI16>( localObject.m_IntValue ));
}
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// Chance to apply damage to (player's) weapon based on ini setting
if( doDamage && !p->IsNpc() && ( cwmWorldState->ServerData()->CombatWeaponDamageChance() >= RandomNum( 1, 100 )))
{
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
if( weapon->GetHP() > 0 )
{
SI08 weaponDamage = 0;
UI08 weaponDamageMin = 0;
UI08 weaponDamageMax = 0;
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
// Fetch minimum and maximum weapon damage from ini
weaponDamageMin = cwmWorldState->ServerData()->CombatWeaponDamageMin();
weaponDamageMax = cwmWorldState->ServerData()->CombatWeaponDamageMax();
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
weaponDamage -= static_cast<UI08>( RandomNum( static_cast<UI16>( weaponDamageMin ), static_cast<UI16>( weaponDamageMax )));
weapon->IncHP( weaponDamage );
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// If weapon hp has reached 0, destroy it
if( weapon->GetHP() <= 0 )
{
2021-06-12 07:30:23 -04:00
if( mSock != nullptr )
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) -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 caused by changing an items layer -Fixed a bug causing NPC's to always be the first attacker -Armor DEF system overhauled to match OSI system -Updated Hash Table Remove() calls to remove unrefrenced parameter "index" -Changed cSocket::Get/SetDWord() to a UI32 to fix problems checking it against INVALIDSERIAL and storing large serial numbers -Changed cSocket::AddID() to a UI32 for the same reason as above -Changed cSocket:::Get/SetWord() to a UI16 to fix possible problems storing ID's -Fixed up calcStealDiff() to match new weight system -Minor updates to CPStatsWindow to match the new Armor DEF system and Weight system -Fixed calls to getTileName() so the names container was set with MAX_NAME -Fixed up getFieldDir() using direction typedefs -Changed Get/SetMagic() to Get/SetMovable() -Cleaned up some unrefrenced params -Changed some int's to UI16's in books.cpp -WorldSave Changes: -XYZ and worldnum to Location=x,y,z,worldnum -HiDamage and LoDamage into Damage=hidamage,lodamage -Strength,st2,Dexterity,dx2,Intelligence,in2 changed to Strength=str,st2, Intelligence=int,in2, Dexterity=dex,dx2 -DWord0-3 changed to DWords=0,1,2,3 -FX1,FY1,FX2,FY2,FZ1 changed to WanderArea=FX1,FY1,FX2,FY2,FZ1 -MoreX,MoreY,MoreZ changed to MoreXYZ=morex,morey,morez -More,More2 changed to More=more,more2 -Type,Type2 changed to Type=type,type2 -Light,Rain,Heat,Cold,Snow,Lightning changed to RaceDamage=Light,Rain,Heat,Cold,Snow,Lightning -Fame,Karma,Kills changed to Reputation=fame,karma,kills -Complete rewrite to the Weight system -Weight is more permanent, removed need to recalc it constantly -Packs now show the weight of themselves and all their contents -Packs now have a weight limit (currently hardcapped to 400, should make it based on type of container and possibly scriptable) -All items use the weight value given to them in the scripts unless the entry is 0 in which case they pull weight from the MUL's -Better handling of overloaded for teleport / recall / walking -Weight will max out at 65535 stones and can not go lower than 0 stones -Items container is now set as a cBaseObject -Fixed up itemsfx() and renamed it to itemSound(), now better handles Gold sfx and where an item was dropped (ie in a pack or on the ground) -Cleaned up goldsfx() and renamed it to goldSound() -Many fixes to get/drop/wear/packItem functions -Minor fixes/cleanups in movement.cpp -Fixed a worldsave crash with tamed creatures -Pressing 0 in console reloads items as well as everything else -Made dagger usable for carve again -Fixed a horse mounting distance check -Noted (and in some cases fixed) unrefrenced variables throughout the code -Converted inscribe.gmp to inscribe.dfn and used NewMakeMenu() in favor of the old make menu system -Updated GetMagic() == 3 calls to IsLockedDown() calls (as that is all it should be used for) -Fixed up all IsLockedDown() calls, resources that are LockedDown can NOT be used, even by GM, until released -Also note, items that should be usable if locked: Skill items (looms, training dummies, etc, Recall runes) -Moved the two functions from newbie.cpp to pcmanage.cpp and removed newbie.cpp from the project -Moved action() and impaction() to effects.cpp -Moved isHuman() to npcs.cpp -Where possible made functions that were part of classes private -Made use of cCombat::getWeaponTyp
2003-03-13 09:05:58 +00:00
{
std::string name;
GetTileName(( *weapon ), name );
mSock->SysMessage( 311, name.c_str() ); // Your %s has been destroyed.
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) -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 caused by changing an items layer -Fixed a bug causing NPC's to always be the first attacker -Armor DEF system overhauled to match OSI system -Updated Hash Table Remove() calls to remove unrefrenced parameter "index" -Changed cSocket::Get/SetDWord() to a UI32 to fix problems checking it against INVALIDSERIAL and storing large serial numbers -Changed cSocket::AddID() to a UI32 for the same reason as above -Changed cSocket:::Get/SetWord() to a UI16 to fix possible problems storing ID's -Fixed up calcStealDiff() to match new weight system -Minor updates to CPStatsWindow to match the new Armor DEF system and Weight system -Fixed calls to getTileName() so the names container was set with MAX_NAME -Fixed up getFieldDir() using direction typedefs -Changed Get/SetMagic() to Get/SetMovable() -Cleaned up some unrefrenced params -Changed some int's to UI16's in books.cpp -WorldSave Changes: -XYZ and worldnum to Location=x,y,z,worldnum -HiDamage and LoDamage into Damage=hidamage,lodamage -Strength,st2,Dexterity,dx2,Intelligence,in2 changed to Strength=str,st2, Intelligence=int,in2, Dexterity=dex,dx2 -DWord0-3 changed to DWords=0,1,2,3 -FX1,FY1,FX2,FY2,FZ1 changed to WanderArea=FX1,FY1,FX2,FY2,FZ1 -MoreX,MoreY,MoreZ changed to MoreXYZ=morex,morey,morez -More,More2 changed to More=more,more2 -Type,Type2 changed to Type=type,type2 -Light,Rain,Heat,Cold,Snow,Lightning changed to RaceDamage=Light,Rain,Heat,Cold,Snow,Lightning -Fame,Karma,Kills changed to Reputation=fame,karma,kills -Complete rewrite to the Weight system -Weight is more permanent, removed need to recalc it constantly -Packs now show the weight of themselves and all their contents -Packs now have a weight limit (currently hardcapped to 400, should make it based on type of container and possibly scriptable) -All items use the weight value given to them in the scripts unless the entry is 0 in which case they pull weight from the MUL's -Better handling of overloaded for teleport / recall / walking -Weight will max out at 65535 stones and can not go lower than 0 stones -Items container is now set as a cBaseObject -Fixed up itemsfx() and renamed it to itemSound(), now better handles Gold sfx and where an item was dropped (ie in a pack or on the ground) -Cleaned up goldsfx() and renamed it to goldSound() -Many fixes to get/drop/wear/packItem functions -Minor fixes/cleanups in movement.cpp -Fixed a worldsave crash with tamed creatures -Pressing 0 in console reloads items as well as everything else -Made dagger usable for carve again -Fixed a horse mounting distance check -Noted (and in some cases fixed) unrefrenced variables throughout the code -Converted inscribe.gmp to inscribe.dfn and used NewMakeMenu() in favor of the old make menu system -Updated GetMagic() == 3 calls to IsLockedDown() calls (as that is all it should be used for) -Fixed up all IsLockedDown() calls, resources that are LockedDown can NOT be used, even by GM, until released -Also note, items that should be usable if locked: Skill items (looms, training dummies, etc, Recall runes) -Moved the two functions from newbie.cpp to pcmanage.cpp and removed newbie.cpp from the project -Moved action() and impaction() to effects.cpp -Moved isHuman() to npcs.cpp -Where possible made functions that were part of classes private -Made use of cCombat::getWeaponTyp
2003-03-13 09:05:58 +00:00
}
if( weapon->GetPoisoned() > 0 )
{
// Undo poison-strength on character
p->SetPoisonStrength( std::max( 0, p->GetPoisonStrength() - weapon->GetPoisoned() ));
}
weapon->Delete();
}
}
}
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
else if( p->IsNpc() )
{
if( p->GetLoDamage() >= p->GetHiDamage() )
{
2003-03-04 14:55:47 +00:00
getDamage = p->GetLoDamage();
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
}
else if( p->GetHiDamage() > 2 )
{
2003-03-04 14:55:47 +00:00
getDamage = RandomNum( p->GetLoDamage(), p->GetHiDamage() );
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
}
}
2003-03-04 14:55:47 +00:00
else
{
UI16 getWrestSkill = ( p->GetSkill( WRESTLING ) / 65 );
if( getWrestSkill > 0 )
{
getDamage = HalfRandomNum( getWrestSkill );
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
{
2003-03-04 14:55:47 +00:00
getDamage = RandomNum( 1, 2 );
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
}
2003-03-04 14:55:47 +00:00
}
if( getDamage < 1 )
{
2003-03-04 14:55:47 +00:00
getDamage = 1;
}
2003-03-04 14:55:47 +00:00
return getDamage;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::CalcLowDamage()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 11. Mar, 2006
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Calculate low damage value of the char
//o------------------------------------------------------------------------------------------------o
SI16 CHandleCombat::CalcLowDamage( CChar *p )
{
if( !ValidateObject( p ))
return 0;
SI16 getDamage = 0;
CItem *weapon = GetWeapon( p );
if( ValidateObject( weapon ))
{
if( weapon->GetLoDamage() > 0 && weapon->GetHiDamage() > 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
if( weapon->GetLoDamage() >= weapon->GetHiDamage() )
{
getDamage = weapon->GetHiDamage();
}
else
{
getDamage = weapon->GetLoDamage();
}
}
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
else if( p->IsNpc() )
{
if( p->GetLoDamage() >= p->GetHiDamage() )
{
getDamage = p->GetHiDamage();
}
else if( p->GetHiDamage() > 2 )
{
getDamage = p->GetLoDamage();
}
}
else
{
UI16 getWrestSkill = ( p->GetSkill( WRESTLING ) / 65 );
if( getWrestSkill > 0 )
{
getDamage = ( getWrestSkill / 2 );
}
else
{
getDamage = 1;
}
}
if( getDamage < 1 )
{
getDamage = 1;
}
return getDamage;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::CalcHighDamage()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 11. Mar, 2006
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Calculate high damage value of the char
//o------------------------------------------------------------------------------------------------o
SI16 CHandleCombat::CalcHighDamage( CChar *p )
{
if( !ValidateObject( p ))
return 0;
SI16 getDamage = 0;
CItem *weapon = GetWeapon( p );
if( ValidateObject( weapon ))
{
if( weapon->GetLoDamage() > 0 && weapon->GetHiDamage() > 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
if( weapon->GetLoDamage() >= weapon->GetHiDamage() )
{
getDamage = weapon->GetLoDamage();
}
else
{
getDamage = weapon->GetHiDamage();
}
}
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
else if( p->IsNpc() )
{
if( p->GetLoDamage() >= p->GetHiDamage() )
{
getDamage = p->GetLoDamage();
}
else if( p->GetHiDamage() > 2 )
{
getDamage = p->GetHiDamage();
}
}
else
{
UI16 getWrestSkill = ( p->GetSkill( WRESTLING ) / 65 );
if( getWrestSkill > 0 )
{
getDamage = getWrestSkill;
}
else
{
getDamage = 2;
}
}
if( getDamage < 1 )
{
getDamage = 1;
}
return getDamage;
}
/*
New Defense Calculations
Date: 3/03/2003
Purpose:
To emulate OSI's armor calculation methods for specific hit locations and total AR level
How we do this:
We need to first determine what we are calculating, total AR (hitLoc 0) or the armor level of a specific locations (hitLoc 1-6).
Next we need to loop through the items a player has equipped searching for items that match the following criteria:
Defence > 0
On a specific layer (depending on the hit location)
The item with the most AR covering that location
Lastly we have to return this information. If we are returning the AR of a specific hit location, then we return the actual Def value of the item
if we are returning the total AR of a character, we need to find the AR / the divisor used for that specific location.
Divisors based upon location / Armor (as best I can match it to OSI)
Torso (hitLoc 1): AR / 2.8
Arms (hitLoc 2): AR / 6.8
Head (hitLoc 3): AR / 7.3
Legs (hitLoc 4): AR / 4.5
Neck (hitLoc 5): AR / 14.5
Hands (hitLoc 6): AR / 14.5
Functions:
CheckDef( CItem *checkItem, CItem& currItem, SI32 &currDef )
GetArmorDef( CChar *mChar, CItem& defItem, UI08 bodyLoc, bool findTotal )
CalcDef( CChar *mChar, UI08 hitLoc, bool doDamage )
All information on armor defence values, divisors, and combat calculations gleaned from uo.stratics.com
http://uo.stratics.com/content/arms-armor/armor.shtml
http://uo.stratics.com/content/arms-armor/combat.shtml
http://uo.stratics.com/content/arms-armor/clothes.shtml
http://uo.stratics.com/content/aos/combatchanges.shtml
*/
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::CheckDef()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 3/03/2003
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Checks the defense of checkItem vs the defense of currItem and returns
//| the item with the greater Def and its def value
//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
CItem *CHandleCombat::CheckDef( CItem *checkItem, CItem *currItem, SI32 &currDef, WeatherType resistType, bool excludeMedableArmor )
{
if( ValidateObject( checkItem ) && checkItem->GetResist( resistType ) > currDef )
{
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
if( excludeMedableArmor )
{
// Special case to retrieve physical armor value only for non-medable armor
currDef = checkItem->GetNonMedableArmorRating();
}
else
{
currDef = checkItem->GetResist( resistType );
}
return checkItem;
}
return currItem;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::GetArmorDef()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 3/03/2003
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Finds the item covering the location bodyLoc with the greatest AR and
//| returns it along with its def value
//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
CItem * CHandleCombat::GetArmorDef( CChar *mChar, SI32 &totalDef, UI08 bodyLoc, bool findTotal, WeatherType resistType, bool excludeMedableArmor, bool includeShield )
{
SI32 armorDef = 0;
2021-06-12 07:30:23 -04:00
CItem *currItem = nullptr;
switch( bodyLoc )
{
case 1: // Torso
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
currItem = CheckDef( mChar->GetItemAtLayer( IL_INNERSHIRT ), currItem, armorDef, resistType, excludeMedableArmor ); // Shirt
currItem = CheckDef( mChar->GetItemAtLayer( IL_TUNIC ), currItem, armorDef, resistType, excludeMedableArmor ); // Torso (Inner - Chest Armor)
currItem = CheckDef( mChar->GetItemAtLayer( IL_OUTERSHIRT ), currItem, armorDef, resistType, excludeMedableArmor ); // Torso (Middle - Tunic, etc)
currItem = CheckDef( mChar->GetItemAtLayer( IL_CLOAK ), currItem, armorDef, resistType, excludeMedableArmor ); // Back (Cloak)
currItem = CheckDef( mChar->GetItemAtLayer( IL_ROBE ), currItem, armorDef, resistType, excludeMedableArmor ); // Torso (Outer - Robe)
if( findTotal )
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
if( cwmWorldState->ServerData()->ExpansionArmorCalculation() < ER_AOS )
{
armorDef = static_cast<SI32>( 100 * static_cast<R32>( armorDef / 2.8 ));
}
}
break;
case 2: // Arms
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
currItem = CheckDef( mChar->GetItemAtLayer( IL_ARMS ), currItem, armorDef, resistType, excludeMedableArmor ); // Arms
if( findTotal )
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
if( cwmWorldState->ServerData()->ExpansionArmorCalculation() < ER_AOS )
{
armorDef = static_cast<SI32>( 100 * static_cast<R32>( armorDef / 6.8 ));
}
}
break;
case 3: // Head
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
currItem = CheckDef( mChar->GetItemAtLayer( IL_HELM ), currItem, armorDef, resistType, excludeMedableArmor ); // Head
if( findTotal )
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
if( cwmWorldState->ServerData()->ExpansionArmorCalculation() < ER_AOS )
{
armorDef = static_cast<SI32>( 100 * static_cast<R32>( armorDef / 7.3 ));
}
}
break;
case 4: // Legs
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
currItem = CheckDef( mChar->GetItemAtLayer( IL_FOOTWEAR ), currItem, armorDef, resistType, excludeMedableArmor ); // Shoes
currItem = CheckDef( mChar->GetItemAtLayer( IL_PANTS ), currItem, armorDef, resistType, excludeMedableArmor ); // Pants
currItem = CheckDef( mChar->GetItemAtLayer( IL_WAIST ), currItem, armorDef, resistType, excludeMedableArmor ); // Waist (Half Apron)
currItem = CheckDef( mChar->GetItemAtLayer( IL_OUTERLEGGINGS ), currItem, armorDef, resistType, excludeMedableArmor ); // Legs (Outer - Skirt, Kilt)
currItem = CheckDef( mChar->GetItemAtLayer( IL_INNERLEGGINGS ), currItem, armorDef, resistType, excludeMedableArmor ); // Legs (Inner - Leg Armor)
if( findTotal )
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
if( cwmWorldState->ServerData()->ExpansionArmorCalculation() < ER_AOS )
{
armorDef = static_cast<SI32>( 100 * static_cast<R32>( armorDef / 4.5 ));
}
}
break;
case 5: // Neck
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
currItem = CheckDef( mChar->GetItemAtLayer( IL_NECK ), currItem, armorDef, resistType, excludeMedableArmor ); // Neck
if( findTotal )
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
if( cwmWorldState->ServerData()->ExpansionArmorCalculation() < ER_AOS )
{
armorDef = static_cast<SI32>( 100 * static_cast<R32>( armorDef / 14.5 ));
}
}
break;
case 6: // Hands
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
currItem = CheckDef( mChar->GetItemAtLayer( IL_GLOVES ), currItem, armorDef, resistType, excludeMedableArmor ); // Gloves
if( findTotal )
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
if( cwmWorldState->ServerData()->ExpansionArmorCalculation() < ER_AOS )
{
armorDef = static_cast<SI32>( 100 * static_cast<R32>( armorDef / 14.5 ));
}
}
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
case 7: // Shield
currItem = CheckDef( mChar->GetItemAtLayer( IL_LEFTHAND ), currItem, armorDef, resistType, excludeMedableArmor ); // Shield
if( cwmWorldState->ServerData()->ExpansionArmorCalculation() < ER_AOS )
{
armorDef = static_cast<SI32>( 100 * ((( static_cast<R64>( mChar->GetSkill( PARRYING ) / 10.0 ) * armorDef ) / 200.0 ) + ( resistType == PHYSICAL ? 1 : 0 )));
}
break;
default:
break;
}
if( findTotal )
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
totalDef += armorDef;
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
else
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
totalDef = armorDef;
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
return currItem;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::CalcDef()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 3/03/2003
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Finds the defense value of a specific location or the entire character based on hitLoc
//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
UI16 CHandleCombat::CalcDef( CChar *mChar, UI08 hitLoc, bool doDamage, WeatherType resistType, bool excludeMedableArmor, bool includeShield )
{
if( !ValidateObject( mChar ))
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
SI32 total = mChar->GetResist( resistType );
if( !mChar->IsNpc() || cwmWorldState->creatures[mChar->GetId()].IsHuman() ) // Polymorphed Characters and GM's can still wear armor
{
2021-06-12 07:30:23 -04:00
CItem *defendItem = nullptr;
if( hitLoc == 0 )
{
for( UI08 getLoc = 1; getLoc < 7; ++getLoc )
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +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
GetArmorDef( mChar, total, getLoc, true, resistType, excludeMedableArmor );
}
// Account for shield as well?
if( includeShield )
{
GetArmorDef( mChar, total, 7, true, resistType, excludeMedableArmor, true );
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +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
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
if( cwmWorldState->ServerData()->ExpansionArmorCalculation() < ER_AOS )
{
total = ( total / 100 );
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
}
else
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +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
defendItem = GetArmorDef( mChar, total, hitLoc, false, resistType, excludeMedableArmor, false );
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// Deal damage to armor on hit, if enabled
if( total > 0 && doDamage && ValidateObject( defendItem ) && !mChar->IsNpc() && ( cwmWorldState->ServerData()->CombatArmorDamageChance() >= RandomNum( 1, 100 )))
{
SI08 armorDamage = 0; // Based on OSI standards, each successful hit does 0 to 2 damage to armor hit
UI08 armorDamageMin = 0;
UI08 armorDamageMax = 0;
armorDamageMin = cwmWorldState->ServerData()->CombatArmorDamageMin();
armorDamageMax = cwmWorldState->ServerData()->CombatArmorDamageMax();
armorDamage -= static_cast<UI08>( RandomNum( static_cast<UI16>( armorDamageMin ), static_cast<UI16>( armorDamageMax )));
defendItem->IncHP( armorDamage );
if( defendItem->GetHP() <= 0 )
{
CSocket *mSock = mChar->GetSocket();
2021-06-12 07:30:23 -04:00
if( mSock != nullptr )
{
std::string name;
GetTileName(( *defendItem ), name );
mSock->SysMessage( 311, name.c_str() ); // Your %s has been destroyed.
}
defendItem->Delete();
}
}
}
//if( total < 2 && hitLoc != 0 )
// total = 2;
return static_cast<UI16>( total );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::CombatAnimsNew()
//o------------------------------------------------------------------------------------------------o
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
//| Purpose - Play combat animations for characters (including gargoyles) in clients v7.0.0.0+
//o------------------------------------------------------------------------------------------------o
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
void CHandleCombat::CombatAnimsNew( CChar *i )
{
if( !ValidateObject( i ))
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
return;
UI16 animToPlay = N_ACT_ATT; // 0x00
UI16 subAnimToPlay = S_ACT_WRESTLE; // 0x00
CItem *j = GetWeapon( i );
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
if( i->IsFlying() || i->IsOnHorse() )
{
switch( GetWeaponType( j ))
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
{
case BOWS:
case XBOWS:
case DEF_SWORDS:
case SLASH_SWORDS:
case ONEHND_LG_SWORDS:
case ONEHND_AXES:
case DEF_MACES:
case DEF_FENCING:
case WRESTLING:
case BLOWGUNS: subAnimToPlay = S_ACT_2H_SLASH; break; // 0x07
case DUAL_SWORD:
case DUAL_FENCING_SLASH:
case DUAL_FENCING_STAB:
case TWOHND_FENCING:
case TWOHND_LG_SWORDS:
case BARDICHE:
case TWOHND_AXES:
case LG_MACES:
case THROWN:
default: subAnimToPlay = S_ACT_WRESTLE; break; // 0x00
}
}
else
{
switch( GetWeaponType( j ))
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
{
case BOWS: subAnimToPlay = S_ACT_BOW; break; // 0x01
case XBOWS:
case BLOWGUNS: subAnimToPlay = S_ACT_XBOW; break; // 0x02
case THROWN: subAnimToPlay = S_ACT_THROW;break; // 0x09
case DEF_SWORDS:
case SLASH_SWORDS:
case ONEHND_LG_SWORDS:
subAnimToPlay = ( RandomNum( 0, 2 ) > 1 ? ( RandomNum( 0, 3 ) > 2 ? S_ACT_1H_PIERCE : S_ACT_1H_BASH ) : S_ACT_1H_SLASH ); // 0x05, 0x03 and 0x04
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
break;
case ONEHND_AXES:
case DEF_MACES: subAnimToPlay = ( RandomNum( 0, 3 ) > 2 ? S_ACT_1H_SLASH : S_ACT_1H_BASH ); break; // 0x04 and 0x03
case DUAL_FENCING_STAB:
case DEF_FENCING: subAnimToPlay = ( RandomNum( 0, 3 ) > 2 ? S_ACT_1H_SLASH : S_ACT_1H_PIERCE ); break; // 0x04 and 0x05
case TWOHND_FENCING: subAnimToPlay = S_ACT_2H_PIERCE; break; // 0x08
case TWOHND_LG_SWORDS:
case DUAL_SWORD:
case DUAL_FENCING_SLASH:
case BARDICHE:
subAnimToPlay = ( RandomNum( 0, 2 ) > 1 ? ( RandomNum( 0, 3 ) > 2 ? S_ACT_2H_PIERCE : S_ACT_2H_BASH ) : S_ACT_2H_SLASH ); // 0x08, 0x06 and 0x07
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
break;
case TWOHND_AXES:
case LG_MACES: subAnimToPlay = ( RandomNum( 0, 3 ) > 2 ? S_ACT_2H_BASH : S_ACT_2H_SLASH ); break; // 0x06 and 0x07
case WRESTLING:
default: subAnimToPlay = S_ACT_WRESTLE; break; // 0x00
}
}
Effects->PlayNewCharacterAnimation( i, animToPlay, subAnimToPlay );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::CombatOnHorse()
//o------------------------------------------------------------------------------------------------o
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
//| Purpose - Play combat animations for mounted characters in clients v6.x and below
//o------------------------------------------------------------------------------------------------o
void CHandleCombat::CombatOnHorse( CChar *i )
{
if( !ValidateObject( i ))
return;
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
UI16 animToPlay = ACT_MOUNT_ATT_1H; // 0x1A;
CItem *j = GetWeapon( i );
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
UI08 frameCount = 5;
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
// Normal mounted characters
switch( GetWeaponType( j ))
{
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
case BOWS: animToPlay = ACT_MOUNT_ATT_BOW; break; // 0x1B
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
case XBOWS:
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
case BLOWGUNS:
animToPlay = ACT_MOUNT_ATT_XBOW;
frameCount = 7;
break; // 0x1C
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
case THROWN:
case DEF_SWORDS:
case SLASH_SWORDS:
case DUAL_SWORD:
case ONEHND_LG_SWORDS:
case ONEHND_AXES:
case DEF_MACES:
case DUAL_FENCING_SLASH:
case DUAL_FENCING_STAB:
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
case DEF_FENCING: animToPlay = ACT_MOUNT_ATT_1H; break; // 0x1A
case TWOHND_FENCING:
case TWOHND_LG_SWORDS:
case BARDICHE:
case TWOHND_AXES:
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
case LG_MACES: animToPlay = ACT_MOUNT_ATT_2H; break; // 0x1D
case WRESTLING:
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
default: animToPlay = ACT_MOUNT_ATT_1H; break; // 0x1A
}
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
Effects->PlayCharacterAnimation( i, animToPlay, 0, frameCount );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::CombatOnFoot()
//o------------------------------------------------------------------------------------------------o
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
//| Purpose - Play combat animations for characters on foot in clients v6.x and below
//o------------------------------------------------------------------------------------------------o
void CHandleCombat::CombatOnFoot( CChar *i )
{
if( !ValidateObject( i ))
return;
UI16 animToPlay = 0x00;
CItem *j = GetWeapon( i );
switch( GetWeaponType( j ))
{
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
case BOWS: animToPlay = ACT_ATT_BOW; break; // 0x12
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
case XBOWS:
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
case BLOWGUNS: animToPlay = ACT_ATT_XBOW; break; // 0x13
case DEF_SWORDS:
case SLASH_SWORDS:
case ONEHND_LG_SWORDS:
case DUAL_SWORD:
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
case DUAL_FENCING_SLASH:
case ONEHND_AXES: animToPlay = ( RandomNum( 0, 2 ) < 1 ? ACT_ATT_1H_SLASH : ACT_ATT_1H_PIERCE ); break; // 0x09 and 0x0A
case DEF_MACES: animToPlay = ( RandomNum( 0, 2 ) < 2 ? ACT_ATT_1H_SLASH : ACT_ATT_1H_BASH ); break; // 0x09 and 0x0B
case LG_MACES:
case TWOHND_LG_SWORDS:
case BARDICHE:
case TWOHND_AXES: animToPlay = ( RandomNum( 0, 1 ) ? ACT_ATT_2H_BASH : ACT_ATT_2H_SLASH ); break; // 0x0C and 0x0D
case DUAL_FENCING_STAB:
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
case DEF_FENCING: animToPlay = ACT_ATT_1H_PIERCE; break; // 0x0A
case TWOHND_FENCING: animToPlay = ACT_ATT_2H_PIERCE; break; // 0x0E
case WRESTLING:
default:
switch( RandomNum( 0, 2 ))
{
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
case 0: animToPlay = ACT_ATT_1H_BASH; break; // 0x0B
case 1: animToPlay = ACT_ATT_1H_SLASH; break; // 0x09
default: animToPlay = ACT_ATT_WRESTLE; break; // 0x1F
}
break;
}
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
Effects->PlayCharacterAnimation( i, animToPlay, 0, 7 );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::PlaySwingAnimations()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Plays the attack/swing-animation for specified character
//o------------------------------------------------------------------------------------------------o
void CHandleCombat::PlaySwingAnimations( CChar *mChar )
{
UI16 charId = mChar->GetId();
if( !cwmWorldState->creatures[charId].IsHuman() )
{
UI08 attackAnim = 0;
UI08 attackAnimLength = 0;
// Get available attack animations for creature
UI16 attackAnim1 = static_cast<UI16>( cwmWorldState->creatures[mChar->GetId()].AttackAnim1Id() );
UI16 attackAnim2 = static_cast<UI16>( cwmWorldState->creatures[mChar->GetId()].AttackAnim2Id() );
UI16 attackAnim3 = static_cast<UI16>( cwmWorldState->creatures[mChar->GetId()].AttackAnim3Id() );
UI08 attackAnim1Length = cwmWorldState->creatures[mChar->GetId()].AttackAnim1Length();
UI08 attackAnim2Length = cwmWorldState->creatures[mChar->GetId()].AttackAnim2Length();
UI08 attackAnim3Length = cwmWorldState->creatures[mChar->GetId()].AttackAnim3Length();
if( charId == 0x2d8 ) // Special case for Medusa, which has 1 ranged attack anim and 1 melee
{
CItem *equippedWeapon = GetWeapon( mChar );
switch( GetWeaponType( equippedWeapon ))
{
case BOWS:
case XBOWS:
attackAnim = attackAnim1; // Ranged anim
attackAnimLength = attackAnim1Length;
break;
default:
attackAnim = attackAnim2; // Melee anim
attackAnimLength = attackAnim2Length;
break;
}
}
else
{
// Randomize between the available attack animations (as defined in creatures.dfn)
auto rndAnimNum = -1;
if( attackAnim1 > 0 && attackAnim2 > 0 && attackAnim3 > 0 )
{
rndAnimNum = RandomNum( 0, 2 );
}
else if( attackAnim1 > 0 && attackAnim2 > 0 )
{
rndAnimNum = RandomNum( 0, 1 );
}
else if( attackAnim1 > 0 )
{
rndAnimNum = 0;
}
if( rndAnimNum > -1 )
{
// Select the appropriate animation
switch( rndAnimNum )
{
case 0:
attackAnim = attackAnim1;
attackAnimLength = attackAnim1Length;
break;
case 1:
attackAnim = attackAnim2;
attackAnimLength = attackAnim2Length;
break;
case 2:
attackAnim = attackAnim3;
attackAnimLength = attackAnim3Length;
break;
}
}
else
{
// No valid attack animation defined, try to use a default attack animation
attackAnim = 0x05;
attackAnimLength = 4;
}
}
// Play the selected attack animation
Effects->PlayCharacterAnimation( mChar, attackAnim, 0, attackAnimLength );
// Play attack sound effect
if( RandomNum( 0, 4 )) // 20% chance of playing SFX when attacking
{
UI16 toPlay = cwmWorldState->creatures[charId].GetSound( SND_ATTACK );
if( toPlay != 0x00 )
{
Effects->PlaySound( mChar, toPlay );
}
}
}
else if( mChar->GetBodyType() == BT_GARGOYLE || cwmWorldState->ServerData()->ForceNewAnimationPacket() )
{
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
CombatAnimsNew( mChar );
}
else if( mChar->IsOnHorse() )
{
CombatOnHorse( mChar );
}
else
{
CombatOnFoot( mChar );
}
}
2025-02-16 02:19:02 -06:00
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::PlayHitAnimations()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Plays the hit-animation for specified character
//o------------------------------------------------------------------------------------------------o
void CHandleCombat::PlayHitAnimations( CChar *mChar )
{
UI16 charId = mChar->GetId();
UI08 hitAnim = 0;
UI08 hitAnimLength = 0;
if( mChar->IsOnHorse() )
{
return;
}
if( !cwmWorldState->creatures[charId].IsHuman() )
2025-02-16 02:19:02 -06:00
{
// Sea Creatures/Animals - always use old animation packet
2025-02-16 02:19:02 -06:00
if( cwmWorldState->creatures[charId].IsAmphibian() || cwmWorldState->creatures[charId].IsAnimal())
{
hitAnim = ACT_ANIMAL_GETHIT;
2025-02-16 02:19:02 -06:00
hitAnimLength = 5;
}
else // Monsters - always use old animation packet
2025-02-16 02:19:02 -06:00
{
hitAnim = ACT_MONSTER_IMPACT;
2025-02-16 02:19:02 -06:00
hitAnimLength = 4;
}
Effects->PlayCharacterAnimation( mChar, hitAnim, 0, hitAnimLength );
}
else if( mChar->GetBodyType() == BT_GARGOYLE || cwmWorldState->ServerData()->ForceNewAnimationPacket() )
{
// Players - either Gargoyles (always) or humans/elves with forced new anim packet
Effects->PlayNewCharacterAnimation( mChar, N_ACT_IMPACT, 0 );
}
else
{
// Players - Human/elves with old anims
Effects->PlayCharacterAnimation( mChar, ACT_IMPACT, 0, 5 );
}
2025-02-16 02:19:02 -06:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::PlayMissedSoundEffect()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Do the "Missed" Sound Effect
//o------------------------------------------------------------------------------------------------o
void CHandleCombat::PlayMissedSoundEffect( CChar *p )
{
CItem *weapon = GetWeapon( p );
if( !ValidateObject( p ))
return;
switch( GetWeaponType( weapon ))
{
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
case BOWS:
case XBOWS: Effects->PlaySound( p, RandomNum( 0x04c8, 0x04c9 )); break;
case BLOWGUNS: Effects->PlaySound( p, 0x052F ); break;
default:
switch( RandomNum( 0, 2 ))
{
case 0:
Effects->PlaySound( p, 0x0238 );
break;
case 1:
Effects->PlaySound( p, 0x0239 );
break;
default:
Effects->PlaySound( p, 0x023A );
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;
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::PlayHitSoundEffect()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Do the "Hit" Sound Effect
//o------------------------------------------------------------------------------------------------o
void CHandleCombat::PlayHitSoundEffect( CChar *p, CItem *weapon )
{
if( !ValidateObject( p ) || !ValidateObject( weapon ))
return;
switch( GetWeaponType( weapon ))
{
case ONEHND_AXES:
case TWOHND_AXES:
case DEF_MACES:
case LG_MACES:
Effects->PlaySound( p, RandomNum( 0x0232, 0x0233 )); // Whoosh Weapons
break;
case DEF_SWORDS:
case DEF_FENCING:
case TWOHND_FENCING:
case DUAL_FENCING_STAB:
Effects->PlaySound( p, RandomNum( 0x023B, 0x023C )); // Stabbing Weapons
break;
case BARDICHE:
Effects->PlaySound( p, RandomNum( 0x0236, 0x0237 )); // Bardiche
break;
case SLASH_SWORDS:
case DUAL_SWORD:
case DUAL_FENCING_SLASH:
case ONEHND_LG_SWORDS:
Effects->PlaySound( p, RandomNum( 0x023B, 0x023C )); // Slashing Weapons
break;
case TWOHND_LG_SWORDS:
Effects->PlaySound( p, RandomNum( 0x0236, 0x0237 )); // Large Swords
break;
case BOWS:
case XBOWS:
Effects->PlaySound( p, 0x0234 ); // Bows
break;
case BLOWGUNS:
Effects->PlaySound( p, RandomNum( 0x0223, 0x0224 )); //Darts
break;
case WRESTLING:
default:
switch( RandomNum( 0, 3 )) // Wrestling
{
case 0: Effects->PlaySound( p, 0x0135 ); break;
case 1: Effects->PlaySound( p, 0x0137 ); break;
case 2: Effects->PlaySound( p, 0x013D ); break;
default: Effects->PlaySound( p, 0x013B ); break;
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::AdjustRaceDamage()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 3rd July, 2001
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Adjusts the damage dealt to defend by weapon based on
//| race and weather weaknesses
//o------------------------------------------------------------------------------------------------o
SI16 CHandleCombat::AdjustRaceDamage( CChar *attack, CChar *defend, CItem *weapon, SI16 bDamage, UI08 hitLoc, UI08 getFightSkill )
{
SI16 amount = 0;
if( !ValidateObject( defend ) || !ValidateObject( weapon ))
return bDamage;
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( weapon->GetRace() == defend->GetRace() )
{
amount = bDamage;
}
CRace *rPtr = Races->Race( defend->GetRace() );
2021-06-12 07:30:23 -04:00
if( rPtr != nullptr )
{
for( SI32 i = LIGHT; i < WEATHNUM; ++i )
{
if( weapon->GetWeatherDamage( static_cast<WeatherType>( i )) && rPtr->AffectedBy( static_cast<WeatherType>( i )))
{
amount += ApplyDefenseModifiers( static_cast<WeatherType>( i ), attack, defend, getFightSkill, hitLoc, bDamage, false );
}
}
}
return ( bDamage + amount );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::AdjustArmorClassDamage()
//o------------------------------------------------------------------------------------------------o
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
//| Purpose - Adjusts the damage dealt to defender based on potential armour class weakness
//o------------------------------------------------------------------------------------------------o
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
SI16 CHandleCombat::AdjustArmorClassDamage( CChar *attacker, CChar *defender, CItem *attackerWeapon, SI16 baseDamage, UI08 hitLoc )
{
SI32 bonusDamage = 0;
if( !ValidateObject( defender ) || !ValidateObject( attackerWeapon ))
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
return baseDamage;
CItem *defenderItem = NULL;
if( hitLoc != 0 )
{
// If hit location system is enabled, check armor class of item at specified hit location
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
defenderItem = GetArmorDef( attacker, bonusDamage, hitLoc, false, PHYSICAL, false, false );
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
if( ValidateObject( defenderItem ) && attackerWeapon->GetArmourClass() == defenderItem->GetArmourClass() )
{
// Add bonus damage equal to half of the armor's physical resist/armor rating
bonusDamage = bonusDamage / 2;
}
}
else
{
// Hit location system not enabled. Rely on average AC/physical resist instead
SI32 bonusPotential = 0;
for( UI08 getLoc = 1; getLoc < 7; ++getLoc )
{
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
defenderItem = GetArmorDef( attacker, bonusPotential, getLoc, false, PHYSICAL, false, false );
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
if( ValidateObject( defenderItem ) && attackerWeapon->GetArmourClass() == defenderItem->GetArmourClass() )
{
bonusDamage += bonusPotential;
}
}
bonusDamage /= 7; // get average of all 7 armor locations
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
bonusDamage /= 2; // then split damage in half.
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
if( cwmWorldState->ServerData()->ExpansionArmorCalculation() < ER_AOS )
{
bonusDamage = ( bonusDamage / 100 );
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
}
return ( baseDamage + static_cast<SI16>( bonusDamage ));
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::DoHitMessage()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 3rd July, 2001
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Prints out the hit message, if enabled
//o------------------------------------------------------------------------------------------------o
void CHandleCombat::DoHitMessage( CChar *mChar, CChar *ourTarg, SI08 hitLoc, SI16 damage )
{
if( !ValidateObject( ourTarg ) || !ValidateObject( mChar ) || ourTarg->IsNpc() )
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
CSocket *targSock = ourTarg->GetSocket();
2021-06-12 07:30:23 -04:00
if( cwmWorldState->ServerData()->CombatDisplayHitMessage() && targSock != nullptr )
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
std::string attackerName = GetNpcDictName( mChar, targSock, NRS_SPEECH );
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
// Don't show hit messages for very low amounts of damage
if( damage < 5 )
return;
UI08 randHit = RandomNum( 0, 2 );
switch( hitLoc )
{
case 1: // Body
switch ( randHit )
{
case 1:
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
if( damage < 15 )
{
targSock->SysMessage( 284, attackerName.c_str() ); // %s hits you in your Chest!
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
else
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
targSock->SysMessage( 285, attackerName.c_str() ); // %s lands a terrible blow to your Chest!
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
break;
case 2:
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
if( damage < 15 )
{
targSock->SysMessage( 286, attackerName.c_str() ); // %s lands a blow to your Stomach!
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
else
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
targSock->SysMessage( 287, attackerName.c_str() ); // %s knocks the wind out of you!
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
break;
default:
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
if( damage < 15 )
{
targSock->SysMessage( 288, attackerName.c_str() ); // %s hits you in your Ribs!
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
else
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
targSock->SysMessage( 289, attackerName.c_str() ); // %s broke your Rib!
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
break;
}
break;
case 2: // Arms
switch( randHit )
{
case 1: targSock->SysMessage( 290, attackerName.c_str() ); break; // %s hits you in your Left Arm!
case 2: targSock->SysMessage( 291, attackerName.c_str() ); break; // %s hits you in your Right Arm!
default: targSock->SysMessage( 292, attackerName.c_str() ); break; // %s hits you in your Right Arm!
}
break;
case 3: // Head
switch( randHit )
{
case 1:
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
if( damage < 15 )
{
targSock->SysMessage( 293, attackerName.c_str() ); // %s hits you you straight in the Face!
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
else
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
targSock->SysMessage( 294, attackerName.c_str() ); // %s lands a stunning blow to your Head!
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
break;
case 2:
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
if( damage < 15 )
{
targSock->SysMessage( 295, attackerName.c_str() ); // %s hits you to your Head!
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
else
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
targSock->SysMessage( 296, attackerName.c_str() ); // %s smashed a blow across your Face!
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
break;
default:
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
if( damage < 15 )
{
targSock->SysMessage( 297, attackerName.c_str() ); // %s hits you you square in the Jaw!
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
else
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
targSock->SysMessage( 298, attackerName.c_str() ); // %s lands a terrible hit to your Temple!
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
break;
}
break;
case 4: // Legs
switch( randHit )
{
case 1: targSock->SysMessage( 299, attackerName.c_str() ); break; // %s hits you in the Left Thigh!
case 2: targSock->SysMessage( 300, attackerName.c_str() ); break; // %s hits you in the Right Thigh!
default: targSock->SysMessage( 301, attackerName.c_str() ); break; // %s hits you in the Groin!
}
break;
case 5: // Neck
targSock->SysMessage( 302, attackerName.c_str() ); // %s hits you to your Throat!
break;
case 6: // Hands
switch( randHit )
{
case 1: targSock->SysMessage( 303, attackerName.c_str() ); break; // %s hits you in the Left Hand!
case 2: targSock->SysMessage( 304, attackerName.c_str() ); break; // s hits you in the Right Hand!
default: targSock->SysMessage( 305, attackerName.c_str() ); break; // %s hits you in the Right Hand!
}
break;
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::CalculateHitLoc()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 3rd July, 2001
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - calculates where on the body the person was hit and returns that
//o------------------------------------------------------------------------------------------------o
SI08 CHandleCombat::CalculateHitLoc( void )
{
SI08 hitLoc = RandomNum( 0, 99 ); // Determine area of Body Hit
for( UI08 t = BODYPERCENT; t < TOTALTARGETSPOTS; ++t )
{
hitLoc -= LOCPERCENTAGES[t];
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( hitLoc < 0 )
{
hitLoc = t + 1;
break;
}
}
return hitLoc;
}
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::ApplyDamageBonuses()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Applies damage bonuses based on race/weather weakness and character skills
//o------------------------------------------------------------------------------------------------o
SI16 CHandleCombat::ApplyDamageBonuses( WeatherType damageType, CChar *mChar, CChar *ourTarg, UI08 getFightSkill, UI08 hitLoc, SI16 baseDamage )
{
if( !ValidateObject( ourTarg ) || !ValidateObject( mChar ))
return baseDamage;
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
R32 multiplier = 1;
R32 damage = 0;
SI32 RaceDamage = 0;
CItem *mWeapon = GetWeapon( mChar );
CRace *rPtr = Races->Race( ourTarg->GetRace() );
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
auto serverData = cwmWorldState->ServerData();
switch( damageType )
{
case NONE:
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
damage = static_cast<R32>( baseDamage );
break;
case PHYSICAL:
2025-03-04 15:25:53 -06:00
{
2025-03-04 14:58:49 -06:00
// Add Damage Increase (DI) from items, buffs, etc.
SI16 damageIncreasePercent = mChar->GetDamageIncrease(); // Total DI from items, buffs, etc.
// Race Dmg Modification: Bonus percentage.
RaceDamage = Races->DamageFromSkill( getFightSkill, mChar->GetRace() );
if( RaceDamage != 0 )
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
baseDamage += static_cast<SI16>( static_cast<R32>( baseDamage ) * ( static_cast<R32>( RaceDamage ) / 1000 ));
}
// Adjust race and weather weakness
baseDamage = AdjustRaceDamage( mChar, ourTarg, mWeapon, baseDamage, hitLoc, getFightSkill );
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// Adjust for armour class weakness
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
if( serverData->CombatArmorClassDamageBonus() )
{
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
baseDamage = AdjustArmorClassDamage( mChar, ourTarg, mWeapon, baseDamage, hitLoc );
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
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2025-02-23 18:10:20 -06:00
if( damageIncreasePercent > cwmWorldState->ServerData()->DamageIncreaseCap() )
damageIncreasePercent = cwmWorldState->ServerData()->DamageIncreaseCap(); // Enforce the DI cap of ini setting
// Apply DI to base damage
baseDamage += static_cast<SI16>( baseDamage * damageIncreasePercent / 100 );
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
// Publish 5 (April 27, 2000 - UOR patch) had some changes to combat damage:
// The lumberjacking skill will provide a bonus to damage when the player is using one of the following axes.
// The higher the characters lumberjacking skill the more damage they will do up to a 25% bonus for 99.9 lumberjacking.
// At Grandmaster lumberjacking, the damage bonus is 35%.
// Axe
// Battle Axe
// Double Axe
// Executioner<65>s Axe
// Hatchet
// Large Battle Axe
// Two - handed Axe
// Publish 13 (Aug 19, 2001, during Third Dawn era) had some changes to combat damage: https://www.uoguide.com/Publish_13
// Hit points for players: (str/2) + 50
// Anatomy had a bug prior to this where damage bonus against players was doubled. After fixing this,
// the bonus from Anatomy was changed to 20% of Anatomy skill (against both monsters and players) for players
// with less than 100.0 Anatomy, and 30% of skill for players who reach 100.0 Anatomy.
// Lumberjack damage bonus for axe weapons using same formula as anatomy; 20% bonus up until 99.9 skillpoints, 30% for 100.0 skillpoints
// Special hits work on monsters as well as players
// NPCs can do special hits if they have anatomy and two-handed melee weapon equipped
// All special hits with 2-h weapons now base chance to go off on anatomy skill: Anatomy / 4
// Pre-casting re-enabled: Cannot equip anything while casting, after you cast a spell it will "time out" after 30 seconds,
// and can no longer target anything. During those 30 seconds, you can equip a weapon, attack with it, and still keep the stored spell.
// Upon releasing the spell you automatically unequip the weapon
// Publish 13 spell changes
// Spellbooks no longer required to be equipped to cast spells
// Players can gain wrestling and/or tactics skill while having spellbooks equipped
// Magic Arrow, Fireball, Lightning Bolt deal noticably more damage than before
// Energy Bolt, Explosion, Chain Lightning, Meteor Swarm and Flamestrike spells given small damage increase
// Lower reagent cost: Magic Arrow (1 Sulfurous Ash), Fireball (1 Black Pearl), Lightning (1 Mandrake Root, 1 Sulfurous Ash), Explosion (1 Bloodmoos, 1 Mandrake Root)
// Harm spell damage now scales inversely with distance to target; the closer to the target, the higher the damage
// From at least ML forward (https://web.archive.org/web/20080616071554/https://uo.stratics.com/content/arms-armor/combat.php)
// Tactics Damage Bonus% = Tactics <20> 1.6 (Add 6.25% if Tactics >= 100)
// Anatomy Damage Bonus% = (Anatomy <20> 2) + 5
// Lumberjack Damage Bonus% = Lumberjack <20> 5 (Add 10% if Lumberjacking >= 100)
// Strength Damage Bonus% = Strength * 0.3 (Add 5% if Strength >= 100)
// Final Damage Bonus% = Tactics Bonus + Anatomy Bonus + Lumber Bonus + Strangth Bonus + Damage Increase Items*
// Final Damage = Base Damage + (Base Damage * Final Damage Bonus%)
// * Damage Increase is capped at 100%.
// ToL/EJ source: https://www.uoguide.com/Damage_Calculations
// Strength Damage Bonus
if( serverData->ExpansionStrengthDamageBonus() >= ER_TD )
{
// Third Dawn expansion and later
if( mChar->GetStrength() >= 100 )
{
multiplier = static_cast<R32>( mChar->GetStrength() * 0.3) + 5;
}
else
{
multiplier = static_cast<R32>( mChar->GetStrength() * 0.3);
}
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
else
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
// Pre-publish 13 (T2A, UOR, early TD)
// Capped at 200 strength
auto strBonusPercent = 20;
multiplier = static_cast<R32>((( std::min( mChar->GetStrength(), static_cast<SI16>( 200 )) * strBonusPercent ) / 100 ) / 100 ) + 1;
}
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
// Tactics Damage Bonus
if( serverData->ExpansionTacticsDamageBonus() >= ER_AOS )
{
// Age of Shadows expansion and later
if( mChar->GetSkill( TACTICS ) >= 1000 )
{
multiplier += static_cast<R32>((( mChar->GetSkill( TACTICS ) / 10 ) / 1.6 ) + 6.25 );
}
else
{
multiplier += static_cast<R32>(( mChar->GetSkill( TACTICS ) / 10 ) / 1.6 );
}
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
else
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
// Pre-AoS (pre-publish 13 (T2A, UOR, early TD))
// Tactics Damage Bonus (% = ( Tactics + 50 ))
multiplier += static_cast<R32>(( mChar->GetSkill( TACTICS ) + 500 ) / 10 );
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// Anatomy Damage Bonus
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
if( serverData->ExpansionAnatomyDamageBonus() >= ER_ML )
{
// Mondain's Legacy expansion and later
if( mChar->GetSkill( ANATOMY ) >= 1000 )
{
multiplier += static_cast<R32>((( mChar->GetSkill( ANATOMY ) / 2 ) / 10 ) + 5 ); // 50% + 5 bonus damage at GM Skill or above,
}
else
{
multiplier += static_cast<R32>(( mChar->GetSkill( ANATOMY ) / 2 ) / 10 ); // Up to 50% bonus damage at 99.9 skillpoints or below
}
}
else if( serverData->ExpansionAnatomyDamageBonus() >= ER_TD )
{
// Third Dawn expansion and later
if( mChar->GetSkill( ANATOMY ) >= 1000 )
{
multiplier += 30; // 30% Damage at GM Skill or above,
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
else
{
multiplier += static_cast<R32>((( mChar->GetSkill( ANATOMY ) / 10 ) / 5 )); // Up to 20% Damage at 99.9 skillpoints or below
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
else
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
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{
// Prior to Publish 13, Anatomy bonus was double against players (bug, not a feature)
if( ourTarg->IsNpc() ) // Anatomy PvM damage Bonus, % = ( Anat / 5 )
{
multiplier += static_cast<R32>((( mChar->GetSkill( ANATOMY ) / 10 ) / 5 ));
}
else // Anatomy PvP damage Bonus, % = ( Anat / 2.5 )
{
multiplier += static_cast<R32>((( mChar->GetSkill( ANATOMY ) / 10 ) / 2.5 ));
}
}
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
// Lumberjacking Damage Bonus
if( serverData->ExpansionLumberjackDamageBonus() >= ER_TD ) // Third Dawn expansion and later
{
if( serverData->ExpansionLumberjackDamageBonus() >= ER_HS && RandomNum( 1, 100 ) <= 10 )
{
// High Seas expansion and later
// Publish 69 added a 10% chance for a lumberjacking damage bonus of 100% from base weapon damage
// https://www.uoguide.com/Publish_69
multiplier += 100;
}
else
{
// Third Dawn Expansion (Publish 13) or later
if( mChar->GetSkill( LUMBERJACKING ) >= 1000 )
{
multiplier += 30; // 30% Damage at GM Skill or above,
}
else
{
multiplier += static_cast<R32>((( mChar->GetSkill( LUMBERJACKING ) / 10 ) / 5 )); // up to 20% Damage at 99.9 skillpoints or below
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
}
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
else
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
// UO:R expansion
if( serverData->ExpansionLumberjackDamageBonus() == ER_UOR )
{
if( mChar->GetSkill( LUMBERJACKING ) >= 1000 )
{
multiplier += 35; // At GM skill the damage bonus is 35%.
}
else
{
multiplier += static_cast<R32>((( mChar->GetSkill( LUMBERJACKING ) / 10 ) / 4 )); // up to 25% bonus damage at 99.9 skillpoints or below
}
}
}
// Racial Bonus (Berserk), gargoyles gains +15% Damage Increase per each 20 HP lost
if( serverData->ExpansionRacialDamageBonus() >= ER_SA )
{
if( mChar->GetBodyType() == BT_GARGOYLE )
{
// Find out how much HP the gargoyle player has lost, in percentage
auto hpDifference = (( mChar->GetMaxHP() - mChar->GetHP() ) / mChar->GetMaxHP() ) * 100;
if( hpDifference > 20 )
{
// Add 15% damage bonus for each 20% HP lost
multiplier += std::min( static_cast<R32>( floor( static_cast<R32>( hpDifference / 20 )) * static_cast<R32>( 15 )), static_cast<R32>( 60 ));
}
}
}
// Where does this come from??
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
// Defender Tactics Damage Modifier, -20% Damage
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
//multiplier += static_cast<R32>(1.0 - ((( ourTarg->GetSkill( TACTICS ) * 20 ) / 1000 ) / 100 ));
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
multiplier /= 100;
damage = baseDamage + static_cast<R32>( baseDamage * multiplier );
break;
2025-03-04 15:25:53 -06:00
}
default:
damage = static_cast<R32>( baseDamage );
// If the attack is magic and the target a NPC but not a human, double the damage
if( getFightSkill == MAGERY && ourTarg->IsNpc() && !cwmWorldState->creatures[ourTarg->GetId()].IsHuman() )
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
damage *= 2;
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
break;
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// If the race is weak to this element double the damage
if( rPtr != nullptr )
{
if( rPtr->AffectedBy( damageType ))
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
damage *= 2;
}
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
if( serverData->ExpansionDamageBonusCap() >= ER_AOS )
{
// Cap damage at 300% higher than base damage
damage = std::min( damage, static_cast<R32>( baseDamage * 4 ));
}
0.99.6-RC6x Added dummy context restore function to additional scripts Updated 'go command to support specifying location to teleport to by name, mapped to locations from locations.dfn (Thanks Dragon Slayer!) Updated Smart Turn script for furniture (js/server/misc/furniture_smartturn.js) with more optimized code (Humility) Fixed latitude/longitude output of GetMapCoordinates helper function (js/server/data/map_coordinates.js), and updated scripts that relied on it Fixed an issue where trying to craft fletching tools would produce hatchets instead (js/skill/craft/fletching.js) Updated js/item/bankcheck.js to display value of checks using onTooltip JS Event, or onNameRequest JS Event if tooltips are disabled Fixed a couple of DFN formatting issues (thanks, punt) Fixed an issue where blank deeds (and bank checks) would be pileable if dropped on the same container (dfndata/items/tools/inscription.dfn) Added dedicated [bankcheck] DFN item (dfndata/items/misc/money.dfn) Updated Banker AI script (js/npc/ai/banker.js) to use dedicated [bankcheck] item instead of blank deeds as base for bank checks, and to have banker NPCs pause and turn towards player when talked to Fixed an issue with script for Healing/Veterinary (js/skill/healing.js) which incorrectly used Anatomy as supplementary skill for Veterinary instead of Animal Lore, and which checked dex of wrong character when calculating healing slips Added two missing tile flags to tileflag enum that threw order of such flags added with HS expansion out of order (thanks, punt) Fixed an issue with travel-commands in GM menu which handled travelling between facets incorrectly Added region spawners for dungeons, towns and overworld in Ilshenar facet Enabled Trammel and Ilshenar facet decorations/spawns by default in admin welcome script (js/server/misc/admin_welcome.js) Reworked portions of admin welcome gump to display optional "addon" decorations per facet, which might be client/era-specific (js/server/misc/admin_welcome.js) Added new NPCs to dfndata/npc/femalehuman.dfn: f_executioner, f_chaosdragoon, f_chaosdragoonelite, f_gypsybanker Added new NPCs to dfndata/npc/femalevendors.dfn: f_gypsymaiden, f_gypsyanimaltrainer, f_gypsyfortuneteller, f_vagabond, f_ironworker Added new NPCs to dfndata/npc/malehuman.dfn: m_executioner, m_chaosdragoon, m_chaosdragoonelite, m_gypsybanker Added new NPCs to dfndata/npc/malevendors.dfn: m_gypsyanimaltrainer, m_vagabond, m_ironworker Added new NPC to dfndata/npc/miscmonsters.dfn: darkwisp Added new NPC to dfndata/npc/undead.dfn: ancientlich Added new Item DFNs for "camps" that when spawned will create a camp with specific decorations ([ilsh_orc_camp], [ilsh_healer_camp], [ilsh_mage_camp], [ilsh_banker_camp]) Added scripts for camps (js/item/camps/ilsh_banker_camp.js, js/item/camps/ilsh_healer_camp.js, js/item/camps/ilsh_mage_camp.js, js/item/camps/ilsh_orc_camp.js) Added new colorlist to dfndata/colors/colors.dfn: [RANDOMCOLOR 33] (Bright Primary Colors) Fixed an issue with gargish cloth chest DFN which prevented LBR version from working properly (dfndata/items/gear/armor/gargish_armor/gargish_cloth.dfn) Added a bunch of new NPCLISTS in various npclist DFN files to support regional spawns in Ilshenar Added missing BACKPACK tag to [golem] NPC DFN (dfndata/npc/clockwork.dfn) Fixed misspelled section header for Fire Elemental NPC - from firele to fireele (dfndata/npc/elementals.dfn) Murderous brigand NPCs are no longer willing to teach players skills (dfndata/npc/femalehuman.dfn, dfndata/npc/malehuman.dfn) Corrected coordinates of Rock Dungeon region (dfndata/regions/regions.dfn) Added regions for Sea Market (Felucca/Trammel), Blackthorn Dungeon (Felucca/Trammel) and Lakeshire (Ilshenar) (dfndata/regions/regions.dfn) Fixed an issue with 'radditem and 'raddspawner GM commands which would not correctly set the Z of the added item/spawner to match target location (js/commands/custom/repeatingcmds.js) Added two new repeating commands (js/commands/custom/repeatingcmds.js): 'rmovable # // Repeats bringing up targeting cursor to set movable property on multiple objects 'rnodecay // Repeats bringing up targeting cursor to set decayable property to false on multiple objects Added new areacommand (js/commands/targeting/areacommand.js): 'areacommand name [string] // Sets name of all objects within targeted area to [string] Updated 'decorate command script to better handle flags passed in via admin welcome script for things like facet addons (js/commands/decorate.js) Updated fire breath script (js/npc/special/fire_breath.js) to get fire breath info per NPC based on their sectionID rather than their base body ID Updated facet ruleset script (js/server/misc/facetRuleset.js) with an override for GMs trying to snoop players even in places where snooping is disallowed Updated facet ruleset script (js/server/misc/facetRuleset.js) to allow damage that's not coming from a player/NPC source even in Trammel/Ilshenar Added teleport locations for entering/leaving Blackthorn Dungeon in Felucca/Trammel (js/teleport.scp) Updated 'remove and 'rremove commands to release any targeted objects from potential multis they are locked in to properly update lockdown count (js/commands/targeting/remove.js, js/commands/custom/repeatingcmds.js) Updated felucca/ilshenar world templates with decorations (js/jsdata/worldtemplates/felucca_*/ilshenar_*) Added world templates with decorations for Trammel (js/jsdata/worldtemplates/trammel_*) Added DFN entry for Power Generators, and spawn entries for these in Ilshenar (dfndata/item/puzzles/puzzles.dfn, dfndata/spawn/ilshenar/spawn_ilshenar_world_general.dfn) Added script for Power Generators, which initializes random puzzles on creation and rewards player with diamonds/arcane gems/shadow iron ore when solved, or lightning when failing to solve (js/item/power_generator.js) Added support for overriding newbie-state of items added to players via dfndata/newbie/newbie.dfn. Supported syntax: PACKITEM=sectionID[, amount[, newbieFlag]] // To use newbieFlag with PACKITEM, amount must also be specified. Flag can be 0/1 EQUIPITEM=sectionID[, itemHue[, newbieFlag] // To use newbieFlag with EQUIPITEM, itemHue must also be specified. Flag can be 0/1 Casting the Earthquake spell will no longer affect the caster, or cause them to become criminal when cast out of town with no impacted targets Fixed a bug where caster would remain frozen after finishing casting targetless spells like Earthquake Fixed a bug where caster would remain frozen if spellcast was cancelled half-ways through by picking up or equipping an item Fixed a bug where caster would remain frozen if spellcast was interrupted by losing concentration from taking melee damage in combat Fixed a bug where a paralyzed player would remain frozen even if taking magic or poison damage, which releases them from paralyzis Fixed a bug where target of Paralyze spell would not visually be shown as frozen in target's client Fixed a bug where a caster frozen while casting a spell could become unfrozen mid-cast because of incoming magic damage Address overflow issue in MultiMul.cpp (punt) Address various cast issues (punt) Corrected jscript project, to not include two files that where for stand alone programs (and resulted in main being added twice in the library (and once was incorrect all ready). (punt) Replaced RoundNumber with std::round (punt) The original physical appearance of characters targeted by 'make admin/gm/cns is now kept track of, and restored upon being targeted by 'make player Fixed an issue where the .HasSpell JS Method was off by 1 when looking for specific spells in player's spellbook, due to 0-based array indexing in code vs 1-based indexing for Spells in DFNs
2023-10-14 05:03:53 +08:00
return static_cast<SI16>( std::round( damage ));
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::ApplyDefenseModifiers()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Applies defense modifiers based on shields/parrying, armor values and elemental damage
//o------------------------------------------------------------------------------------------------o
SI16 CHandleCombat::ApplyDefenseModifiers( WeatherType damageType, CChar *mChar, CChar *ourTarg, UI08 getFightSkill, UI08 hitLoc, SI16 baseDamage, bool doArmorDamage )
{
if( !ValidateObject( ourTarg ))
return baseDamage;
UI16 getDef = 0, attSkill = 1000;
R32 damageModifier = 0;
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
R32 damage = static_cast<R32>( baseDamage );
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
if( ValidateObject( mChar ))
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
attSkill = mChar->GetSkill( getFightSkill );
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
CSocket *targSock = ourTarg->GetSocket();
CItem *shield = GetShield( ourTarg );
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
auto serverData = cwmWorldState->ServerData();
switch( damageType )
{
case NONE: break; // No Armor protection
case PHYSICAL: // Physical damage
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
{
// Check Shield Defense
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
bool parrySuccess = false;
if( ValidateObject( shield ))
{
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
// Perform a skillcheck to potentially give player a skill increase
2025-02-11 18:51:04 -06:00
Skills->CheckSkill( ourTarg, PARRYING, 0, ourTarg->GetSkillCap( PARRYING ) );
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
// Get parry skill value
UI16 defendParry = ourTarg->GetSkill( PARRYING );
if( serverData->ExpansionShieldParry() <= ER_T2A )
{
// T2A parry formula: parryChance = parrySkill / 2
// AR of shield is then used to absorb a portion of the potential damage dealt; 8 AR shield absorbs 8 damage
// Source https://forums.uosecondage.com/viewtopic.php?t=13478
R32 parryChance = static_cast<R32>(( defendParry / 2 ) / 10);
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
if( RandomNum( 1, 100 ) < parryChance )
{
parrySuccess = true;
}
}
else if( serverData->ExpansionShieldParry() < ER_AOS )
{
// Renaissance Publish (UOR) - https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2000-2/2000-publish-05-27th-april/
// The higher a shield's AR, the lower the chance to block, but the more damage is absorbed upon blocking
// The lower a shield's AR, the higher the chance to block, but the less damage is absorbed upon blocking
// parryChance = parrySkill - (shield AR * 2)
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
R32 parryChance = (defendParry / 10 ) - ( shield->GetResist( PHYSICAL ) * 2 ); // or is it 1.33?
if( RandomNum( 1, 100 ) < parryChance )
{
parrySuccess = true;
}
}
else if( serverData->ExpansionShieldParry() >= ER_AOS )
{
// Post-AoS Parrying with Shield
UI16 defendBushido = ourTarg->GetSkill( BUSHIDO );
// % Chance = (Parrying - Bushido) / 4 (If less than 0, the chance is 0)
R32 parryChance = (( defendParry - defendBushido ) / 4 ) / 10;
if( defendParry >= 1000 || defendBushido >= 1000 )
{
parryChance += 5.0;
}
// Dexterity Modifier if dex is less than 80*: (80 - Dexterity) / 100 (If Dexterity is higher than 80, the modifier is 0)
// Final % Chance of blocking = Base Chance * (1 - Dexterity Modifier)
R32 dexModifier = ( ourTarg->GetDexterity() > 80 ? 0 : ( 80 - ourTarg->GetDexterity() ) / 100 );
parryChance *= ( 1 - dexModifier );
if( RandomNum( 1, 100 ) < parryChance )
{
parrySuccess = true;
}
}
/*else
{
// Old UOX3 parry chance
if( HalfRandomNum( defendParry ) >= HalfRandomNum( attSkill ))
parrySuccess = true;
}*/
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
if( parrySuccess )
{
// Play shield parrying FX
Effects->PlayStaticAnimation( ourTarg, 0x37b9, 10, 16 );
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
auto loShieldDamage = cwmWorldState->ServerData()->CombatParryDamageMin();
auto hiShieldDamage = cwmWorldState->ServerData()->CombatParryDamageMax();
SI16 shieldDamage = -( RandomNum( static_cast<SI16>( loShieldDamage ), static_cast<SI16>( hiShieldDamage )));
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
if( cwmWorldState->ServerData()->CombatDisplayHitMessage() )
{
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
if( targSock != nullptr )
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
targSock->SysMessage( 1805 ); // You block the attack!
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
else if( ValidateObject( mChar ) && mChar->GetSocket() != nullptr )
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
mChar->GetSocket()->SysMessage( 2060 ); // Your attack was blocked!
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
}
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
if( serverData->ExpansionShieldParry() <= ER_T2A )
{
// http://web.archive.org/web/19991009001809/http://uo.stratics.com/combat.htm
// FORMULA: Melee Damage Absorbed = ( AR of Shield ) / 2 | Archery Damage Absorbed = AR of Shield
if( getFightSkill == ARCHERY )
{
damage -= static_cast<R32>( shield->GetResist( PHYSICAL ));
}
else
{
damage -= static_cast<R32>( shield->GetResist( PHYSICAL ) / 2 );
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
// Calculate defense given by armor
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
getDef = HalfRandomNum( CalcDef( ourTarg, hitLoc, doArmorDamage, PHYSICAL, false, false ));
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
// Apply damage to shield from parrying action?
if( cwmWorldState->ServerData()->CombatParryDamageChance() >= RandomNum( 1, 100 )) // 20% chance by default
{
shield->IncHP( shieldDamage );
}
}
else if( serverData->ExpansionShieldParry() < ER_AOS )
{
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
// Pre-AoS/LBR/UOR
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
// FORMULA: Melee Damage Absorbed = ( AR of Shield ) / 2 | Archery Damage Absorbed = AR of Shield
if( getFightSkill == ARCHERY )
{
damage -= static_cast<R32>( shield->GetResist( PHYSICAL ));
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
else
{
damage -= static_cast<R32>( shield->GetResist( PHYSICAL ) / 2 );
}
// Calculate defense given by armor
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
getDef = HalfRandomNum( CalcDef( ourTarg, hitLoc, doArmorDamage, PHYSICAL, false, false ));
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
// Apply damage to shield from parrying action?
if( cwmWorldState->ServerData()->CombatParryDamageChance() >= RandomNum( 1, 100 )) // 20% chance by default
{
shield->IncHP( shieldDamage );
}
}
else if( serverData->ExpansionShieldParry() >= ER_AOS )
{
// Block attack completely
damage = 0;
getDef = 0;
if( serverData->ExpansionShieldParry() >= ER_ML )
{
// If you successfully parry a blow, shield has 20% chance to take a point of damage
// Unless attacker's weapon is a mace, in which case chance to take a point of damage is 75%
bool damageShield = false;
if( getFightSkill == MACEFIGHTING )
{
damageShield = ( RandomNum( 1, 4 ) < 4 ); // 75% chance
}
else
{
damageShield = ( RandomNum( 1, 5 ) == 1 ); // 20% chance
}
if( damageShield )
{
shield->IncHP( shieldDamage );
}
}
}
/*else
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
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
// Old Pre-AoS (LBR, ~Publish 15) block with shield
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
damage -= HalfRandomNum( shield->GetResist( PHYSICAL ));
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
getDef = HalfRandomNum( CalcDef( ourTarg, hitLoc, doArmorDamage, PHYSICAL, false, false ));
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
// Apply damage to shield from parrying action?
if( cwmWorldState->ServerData()->CombatParryDamageChance() >= RandomNum( 1, 100 )) // 20% chance by default
{
shield->IncHP( shieldDamage );
}
}*/
if( shield->GetHP() <= 0 )
{
2021-06-12 07:30:23 -04:00
if( targSock != nullptr )
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
targSock->SysMessage( 283 ); // Your shield has been destroyed!
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
shield->Delete();
}
}
}
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
else if( serverData->ExpansionWeaponParry() >= ER_AOS )
{
// Let's check if character can parry with weapon via Bushido skill
CItem *mWeapon = GetWeapon( ourTarg );
if( mWeapon )
{
// Perform a skillcheck for Bushido regardless of weapon equipped
Skills->CheckSkill( ourTarg, BUSHIDO, 0, ourTarg->GetSkillCap( BUSHIDO ) );
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
// Fetch relevant skill values
UI16 defendParry = ourTarg->GetSkill( PARRYING );
UI16 defendBushido = ourTarg->GetSkill( BUSHIDO );
R32 parryChance = 0;
R32 dividerValue = 48000; // default for 1H weapon
if( mWeapon->GetLayer() == IL_LEFTHAND )
{
dividerValue = 41140;
}
// New = (Parrying * 10) * (Bushido * 10) / dividerValue (Add 5% if Parrying or Bushido skill is 100 or above)
R32 parryChanceNew = ( defendParry * defendBushido ) / dividerValue;
if( defendParry >= 1000 || defendBushido >= 1000 )
{
parryChanceNew += 50;
}
// Legacy = (Parrying * 10) / 80 (Add 5% if Parrying skill if 100 or above)
R32 parryChanceLegacy = static_cast<R32>( defendParry / 80 );
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
if( defendParry >= 1000 )
{
parryChanceLegacy += 50;
}
// % Chance = Whichever is highest of the New and the Legacy formula.
parryChance = std::max( parryChanceNew, parryChanceLegacy );
// Dexterity Modifier if dex is less than 80*: (80 - Dexterity) / 100 (If Dexterity is higher than 80, the modifier is 0)
// Final % Chance of blocking = Base Chance * (1 - Dexterity Modifier)
R32 dexModifier = ( ourTarg->GetDexterity() > 80 ? 0 : ( 80 - ourTarg->GetDexterity() ) / 100 );
parryChance *= ( 1 - dexModifier );
// Check if parrying succeedes
if( RandomNum( 0, 1000 ) < parryChance )
{
// Successfully parried! Block attack completely
getDef = 0;
damage = 0;
// Play parrying FX
Effects->PlayStaticAnimation( ourTarg, 0x37b9, 10, 16 );
if( cwmWorldState->ServerData()->CombatDisplayHitMessage() && targSock != NULL )
{
targSock->SysMessage( 1982 ); // You parry the attack!
}
if( serverData->ExpansionWeaponParry() >= ER_ML )
{
// If parrying with a weapon, 5% chance weapon will take 1 point of damage
// Unless attacker has a mace weapon, then chance is 75% to take 1 point of damage
bool damageWeapon = false;
if( getFightSkill == MACEFIGHTING )
{
damageWeapon = ( RandomNum( 1, 4 ) < 4 ); // 75% chance
}
else
{
damageWeapon = ( RandomNum( 1, 20 ) == 1 ); // 5% chance
}
// Apply damage to weapon from parrying action?
if( damageWeapon )
{
mWeapon->IncHP( -1 );
}
}
else
{
// Apply damage to weapon from parrying action?
if( !RandomNum( 0, 5 )) // 16.6% chance of weapon damage when parrying
{
mWeapon->IncHP( -1 );
}
}
// Destroy weapon if it ran out of hitpoints
if( mWeapon->GetHP() <= 0 )
{
if( targSock != NULL )
{
targSock->SysMessage( 1983 ); // Your weapon has been destroyed!
}
mWeapon->Delete();
}
}
}
else if( serverData->ExpansionWrestlingParry() >= ER_TOL && !cwmWorldState->creatures[ourTarg->GetId()].IsHuman() )
{
// In Publish 97, all NPC creatures with Wrestling skill of 100.0 or higher were given a chance to parry attacks
// https://www.uoguide.com/Publish_97
R32 parryChance = 0;
UI16 defendWrestling = ourTarg->GetSkill( WRESTLING );
if( defendWrestling >= 1000 )
{
// ~12.5% chance for a NPC creature with GM Wrestling to parry an attack
// TODO Turn the wrestling parry chance into a ini setting
parryChance = HalfRandomNum( defendWrestling ) / 8;
if( RandomNum( 0, 1000 ) < parryChance )
{
damage = 0;
getDef = 0;
// Play parrying FX
Effects->PlayStaticAnimation( ourTarg, 0x37b9, 10, 16 );
}
}
}
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// No shield, no weapon parry, no wrestling parry - armor needs to take the brunt of damage!
if( damage > 0 && getDef == 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
getDef = HalfRandomNum( CalcDef( ourTarg, hitLoc, doArmorDamage, PHYSICAL, false, false ));
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
}
break;
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
}
case POISON: // POISON Damage
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
damageModifier = ( CalcDef( ourTarg, hitLoc, doArmorDamage, damageType, false, false ) / 100 );
0.99.6-RC6x Added dummy context restore function to additional scripts Updated 'go command to support specifying location to teleport to by name, mapped to locations from locations.dfn (Thanks Dragon Slayer!) Updated Smart Turn script for furniture (js/server/misc/furniture_smartturn.js) with more optimized code (Humility) Fixed latitude/longitude output of GetMapCoordinates helper function (js/server/data/map_coordinates.js), and updated scripts that relied on it Fixed an issue where trying to craft fletching tools would produce hatchets instead (js/skill/craft/fletching.js) Updated js/item/bankcheck.js to display value of checks using onTooltip JS Event, or onNameRequest JS Event if tooltips are disabled Fixed a couple of DFN formatting issues (thanks, punt) Fixed an issue where blank deeds (and bank checks) would be pileable if dropped on the same container (dfndata/items/tools/inscription.dfn) Added dedicated [bankcheck] DFN item (dfndata/items/misc/money.dfn) Updated Banker AI script (js/npc/ai/banker.js) to use dedicated [bankcheck] item instead of blank deeds as base for bank checks, and to have banker NPCs pause and turn towards player when talked to Fixed an issue with script for Healing/Veterinary (js/skill/healing.js) which incorrectly used Anatomy as supplementary skill for Veterinary instead of Animal Lore, and which checked dex of wrong character when calculating healing slips Added two missing tile flags to tileflag enum that threw order of such flags added with HS expansion out of order (thanks, punt) Fixed an issue with travel-commands in GM menu which handled travelling between facets incorrectly Added region spawners for dungeons, towns and overworld in Ilshenar facet Enabled Trammel and Ilshenar facet decorations/spawns by default in admin welcome script (js/server/misc/admin_welcome.js) Reworked portions of admin welcome gump to display optional "addon" decorations per facet, which might be client/era-specific (js/server/misc/admin_welcome.js) Added new NPCs to dfndata/npc/femalehuman.dfn: f_executioner, f_chaosdragoon, f_chaosdragoonelite, f_gypsybanker Added new NPCs to dfndata/npc/femalevendors.dfn: f_gypsymaiden, f_gypsyanimaltrainer, f_gypsyfortuneteller, f_vagabond, f_ironworker Added new NPCs to dfndata/npc/malehuman.dfn: m_executioner, m_chaosdragoon, m_chaosdragoonelite, m_gypsybanker Added new NPCs to dfndata/npc/malevendors.dfn: m_gypsyanimaltrainer, m_vagabond, m_ironworker Added new NPC to dfndata/npc/miscmonsters.dfn: darkwisp Added new NPC to dfndata/npc/undead.dfn: ancientlich Added new Item DFNs for "camps" that when spawned will create a camp with specific decorations ([ilsh_orc_camp], [ilsh_healer_camp], [ilsh_mage_camp], [ilsh_banker_camp]) Added scripts for camps (js/item/camps/ilsh_banker_camp.js, js/item/camps/ilsh_healer_camp.js, js/item/camps/ilsh_mage_camp.js, js/item/camps/ilsh_orc_camp.js) Added new colorlist to dfndata/colors/colors.dfn: [RANDOMCOLOR 33] (Bright Primary Colors) Fixed an issue with gargish cloth chest DFN which prevented LBR version from working properly (dfndata/items/gear/armor/gargish_armor/gargish_cloth.dfn) Added a bunch of new NPCLISTS in various npclist DFN files to support regional spawns in Ilshenar Added missing BACKPACK tag to [golem] NPC DFN (dfndata/npc/clockwork.dfn) Fixed misspelled section header for Fire Elemental NPC - from firele to fireele (dfndata/npc/elementals.dfn) Murderous brigand NPCs are no longer willing to teach players skills (dfndata/npc/femalehuman.dfn, dfndata/npc/malehuman.dfn) Corrected coordinates of Rock Dungeon region (dfndata/regions/regions.dfn) Added regions for Sea Market (Felucca/Trammel), Blackthorn Dungeon (Felucca/Trammel) and Lakeshire (Ilshenar) (dfndata/regions/regions.dfn) Fixed an issue with 'radditem and 'raddspawner GM commands which would not correctly set the Z of the added item/spawner to match target location (js/commands/custom/repeatingcmds.js) Added two new repeating commands (js/commands/custom/repeatingcmds.js): 'rmovable # // Repeats bringing up targeting cursor to set movable property on multiple objects 'rnodecay // Repeats bringing up targeting cursor to set decayable property to false on multiple objects Added new areacommand (js/commands/targeting/areacommand.js): 'areacommand name [string] // Sets name of all objects within targeted area to [string] Updated 'decorate command script to better handle flags passed in via admin welcome script for things like facet addons (js/commands/decorate.js) Updated fire breath script (js/npc/special/fire_breath.js) to get fire breath info per NPC based on their sectionID rather than their base body ID Updated facet ruleset script (js/server/misc/facetRuleset.js) with an override for GMs trying to snoop players even in places where snooping is disallowed Updated facet ruleset script (js/server/misc/facetRuleset.js) to allow damage that's not coming from a player/NPC source even in Trammel/Ilshenar Added teleport locations for entering/leaving Blackthorn Dungeon in Felucca/Trammel (js/teleport.scp) Updated 'remove and 'rremove commands to release any targeted objects from potential multis they are locked in to properly update lockdown count (js/commands/targeting/remove.js, js/commands/custom/repeatingcmds.js) Updated felucca/ilshenar world templates with decorations (js/jsdata/worldtemplates/felucca_*/ilshenar_*) Added world templates with decorations for Trammel (js/jsdata/worldtemplates/trammel_*) Added DFN entry for Power Generators, and spawn entries for these in Ilshenar (dfndata/item/puzzles/puzzles.dfn, dfndata/spawn/ilshenar/spawn_ilshenar_world_general.dfn) Added script for Power Generators, which initializes random puzzles on creation and rewards player with diamonds/arcane gems/shadow iron ore when solved, or lightning when failing to solve (js/item/power_generator.js) Added support for overriding newbie-state of items added to players via dfndata/newbie/newbie.dfn. Supported syntax: PACKITEM=sectionID[, amount[, newbieFlag]] // To use newbieFlag with PACKITEM, amount must also be specified. Flag can be 0/1 EQUIPITEM=sectionID[, itemHue[, newbieFlag] // To use newbieFlag with EQUIPITEM, itemHue must also be specified. Flag can be 0/1 Casting the Earthquake spell will no longer affect the caster, or cause them to become criminal when cast out of town with no impacted targets Fixed a bug where caster would remain frozen after finishing casting targetless spells like Earthquake Fixed a bug where caster would remain frozen if spellcast was cancelled half-ways through by picking up or equipping an item Fixed a bug where caster would remain frozen if spellcast was interrupted by losing concentration from taking melee damage in combat Fixed a bug where a paralyzed player would remain frozen even if taking magic or poison damage, which releases them from paralyzis Fixed a bug where target of Paralyze spell would not visually be shown as frozen in target's client Fixed a bug where a caster frozen while casting a spell could become unfrozen mid-cast because of incoming magic damage Address overflow issue in MultiMul.cpp (punt) Address various cast issues (punt) Corrected jscript project, to not include two files that where for stand alone programs (and resulted in main being added twice in the library (and once was incorrect all ready). (punt) Replaced RoundNumber with std::round (punt) The original physical appearance of characters targeted by 'make admin/gm/cns is now kept track of, and restored upon being targeted by 'make player Fixed an issue where the .HasSpell JS Method was off by 1 when looking for specific spells in player's spellbook, due to 0-based array indexing in code vs 1-based indexing for Spells in DFNs
2023-10-14 05:03:53 +08:00
damage = static_cast<SI16>( std::round(( static_cast<R32>( baseDamage ) - ( static_cast<R32>( baseDamage ) * damageModifier ))));
break;
default: // Elemental damage
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
getDef = HalfRandomNum( CalcDef( ourTarg, hitLoc, doArmorDamage, damageType, false, false ));
break;
}
if( getDef > 0 )
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
damage -= static_cast<R32>( getDef );
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
0.99.6-RC6x Added dummy context restore function to additional scripts Updated 'go command to support specifying location to teleport to by name, mapped to locations from locations.dfn (Thanks Dragon Slayer!) Updated Smart Turn script for furniture (js/server/misc/furniture_smartturn.js) with more optimized code (Humility) Fixed latitude/longitude output of GetMapCoordinates helper function (js/server/data/map_coordinates.js), and updated scripts that relied on it Fixed an issue where trying to craft fletching tools would produce hatchets instead (js/skill/craft/fletching.js) Updated js/item/bankcheck.js to display value of checks using onTooltip JS Event, or onNameRequest JS Event if tooltips are disabled Fixed a couple of DFN formatting issues (thanks, punt) Fixed an issue where blank deeds (and bank checks) would be pileable if dropped on the same container (dfndata/items/tools/inscription.dfn) Added dedicated [bankcheck] DFN item (dfndata/items/misc/money.dfn) Updated Banker AI script (js/npc/ai/banker.js) to use dedicated [bankcheck] item instead of blank deeds as base for bank checks, and to have banker NPCs pause and turn towards player when talked to Fixed an issue with script for Healing/Veterinary (js/skill/healing.js) which incorrectly used Anatomy as supplementary skill for Veterinary instead of Animal Lore, and which checked dex of wrong character when calculating healing slips Added two missing tile flags to tileflag enum that threw order of such flags added with HS expansion out of order (thanks, punt) Fixed an issue with travel-commands in GM menu which handled travelling between facets incorrectly Added region spawners for dungeons, towns and overworld in Ilshenar facet Enabled Trammel and Ilshenar facet decorations/spawns by default in admin welcome script (js/server/misc/admin_welcome.js) Reworked portions of admin welcome gump to display optional "addon" decorations per facet, which might be client/era-specific (js/server/misc/admin_welcome.js) Added new NPCs to dfndata/npc/femalehuman.dfn: f_executioner, f_chaosdragoon, f_chaosdragoonelite, f_gypsybanker Added new NPCs to dfndata/npc/femalevendors.dfn: f_gypsymaiden, f_gypsyanimaltrainer, f_gypsyfortuneteller, f_vagabond, f_ironworker Added new NPCs to dfndata/npc/malehuman.dfn: m_executioner, m_chaosdragoon, m_chaosdragoonelite, m_gypsybanker Added new NPCs to dfndata/npc/malevendors.dfn: m_gypsyanimaltrainer, m_vagabond, m_ironworker Added new NPC to dfndata/npc/miscmonsters.dfn: darkwisp Added new NPC to dfndata/npc/undead.dfn: ancientlich Added new Item DFNs for "camps" that when spawned will create a camp with specific decorations ([ilsh_orc_camp], [ilsh_healer_camp], [ilsh_mage_camp], [ilsh_banker_camp]) Added scripts for camps (js/item/camps/ilsh_banker_camp.js, js/item/camps/ilsh_healer_camp.js, js/item/camps/ilsh_mage_camp.js, js/item/camps/ilsh_orc_camp.js) Added new colorlist to dfndata/colors/colors.dfn: [RANDOMCOLOR 33] (Bright Primary Colors) Fixed an issue with gargish cloth chest DFN which prevented LBR version from working properly (dfndata/items/gear/armor/gargish_armor/gargish_cloth.dfn) Added a bunch of new NPCLISTS in various npclist DFN files to support regional spawns in Ilshenar Added missing BACKPACK tag to [golem] NPC DFN (dfndata/npc/clockwork.dfn) Fixed misspelled section header for Fire Elemental NPC - from firele to fireele (dfndata/npc/elementals.dfn) Murderous brigand NPCs are no longer willing to teach players skills (dfndata/npc/femalehuman.dfn, dfndata/npc/malehuman.dfn) Corrected coordinates of Rock Dungeon region (dfndata/regions/regions.dfn) Added regions for Sea Market (Felucca/Trammel), Blackthorn Dungeon (Felucca/Trammel) and Lakeshire (Ilshenar) (dfndata/regions/regions.dfn) Fixed an issue with 'radditem and 'raddspawner GM commands which would not correctly set the Z of the added item/spawner to match target location (js/commands/custom/repeatingcmds.js) Added two new repeating commands (js/commands/custom/repeatingcmds.js): 'rmovable # // Repeats bringing up targeting cursor to set movable property on multiple objects 'rnodecay // Repeats bringing up targeting cursor to set decayable property to false on multiple objects Added new areacommand (js/commands/targeting/areacommand.js): 'areacommand name [string] // Sets name of all objects within targeted area to [string] Updated 'decorate command script to better handle flags passed in via admin welcome script for things like facet addons (js/commands/decorate.js) Updated fire breath script (js/npc/special/fire_breath.js) to get fire breath info per NPC based on their sectionID rather than their base body ID Updated facet ruleset script (js/server/misc/facetRuleset.js) with an override for GMs trying to snoop players even in places where snooping is disallowed Updated facet ruleset script (js/server/misc/facetRuleset.js) to allow damage that's not coming from a player/NPC source even in Trammel/Ilshenar Added teleport locations for entering/leaving Blackthorn Dungeon in Felucca/Trammel (js/teleport.scp) Updated 'remove and 'rremove commands to release any targeted objects from potential multis they are locked in to properly update lockdown count (js/commands/targeting/remove.js, js/commands/custom/repeatingcmds.js) Updated felucca/ilshenar world templates with decorations (js/jsdata/worldtemplates/felucca_*/ilshenar_*) Added world templates with decorations for Trammel (js/jsdata/worldtemplates/trammel_*) Added DFN entry for Power Generators, and spawn entries for these in Ilshenar (dfndata/item/puzzles/puzzles.dfn, dfndata/spawn/ilshenar/spawn_ilshenar_world_general.dfn) Added script for Power Generators, which initializes random puzzles on creation and rewards player with diamonds/arcane gems/shadow iron ore when solved, or lightning when failing to solve (js/item/power_generator.js) Added support for overriding newbie-state of items added to players via dfndata/newbie/newbie.dfn. Supported syntax: PACKITEM=sectionID[, amount[, newbieFlag]] // To use newbieFlag with PACKITEM, amount must also be specified. Flag can be 0/1 EQUIPITEM=sectionID[, itemHue[, newbieFlag] // To use newbieFlag with EQUIPITEM, itemHue must also be specified. Flag can be 0/1 Casting the Earthquake spell will no longer affect the caster, or cause them to become criminal when cast out of town with no impacted targets Fixed a bug where caster would remain frozen after finishing casting targetless spells like Earthquake Fixed a bug where caster would remain frozen if spellcast was cancelled half-ways through by picking up or equipping an item Fixed a bug where caster would remain frozen if spellcast was interrupted by losing concentration from taking melee damage in combat Fixed a bug where a paralyzed player would remain frozen even if taking magic or poison damage, which releases them from paralyzis Fixed a bug where target of Paralyze spell would not visually be shown as frozen in target's client Fixed a bug where a caster frozen while casting a spell could become unfrozen mid-cast because of incoming magic damage Address overflow issue in MultiMul.cpp (punt) Address various cast issues (punt) Corrected jscript project, to not include two files that where for stand alone programs (and resulted in main being added twice in the library (and once was incorrect all ready). (punt) Replaced RoundNumber with std::round (punt) The original physical appearance of characters targeted by 'make admin/gm/cns is now kept track of, and restored upon being targeted by 'make player Fixed an issue where the .HasSpell JS Method was off by 1 when looking for specific spells in player's spellbook, due to 0-based array indexing in code vs 1-based indexing for Spells in DFNs
2023-10-14 05:03:53 +08:00
return static_cast<SI16>( std::round( damage ));
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::CalcDamage()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Calculate damage based on hit location, damage bonuses, defense modifiers
//o------------------------------------------------------------------------------------------------o
SI16 CHandleCombat::CalcDamage( CChar *mChar, CChar *ourTarg, UI08 getFightSkill, UI08 hitLoc )
{
SI16 damage = -1;
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
std::vector<UI16> scriptTriggers = mChar->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
2021-06-12 07:30:23 -04:00
if( toExecute != nullptr )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
// -1 == event doesn't exist, default to hard code
// Other value = calculated damage from script
damage = toExecute->OnCombatDamageCalc( mChar, ourTarg, getFightSkill, hitLoc );
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
}
}
if( damage >= 0 )
{
return damage;
}
else
{
damage = 0;
}
const SI16 baseDamage = CalcAttackPower( mChar, true );
if( baseDamage == -1 ) // No damage if weapon breaks
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
damage = ApplyDamageBonuses( PHYSICAL, mChar, ourTarg, getFightSkill, hitLoc, baseDamage );
if( damage < 1 )
return 0;
damage = ApplyDefenseModifiers( PHYSICAL, mChar, ourTarg, getFightSkill, hitLoc, damage, 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
if( damage <= 0 )
{
damage = RandomNum( 0, 4 );
}
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
// Half remaining damage by 2 if LBR (Pub15) or earlier
if( cwmWorldState->ServerData()->ExpansionCoreShardEra() <= ER_LBR )
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
damage /= 2;
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
// Divide damage dealt by NPCs to players by NPCDAMAGERATE value in uox.ini
if( mChar->IsNpc() && !ourTarg->IsNpc() )
{
damage /= cwmWorldState->ServerData()->CombatNpcDamageRate();
}
return damage;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::HandleCombat()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Handles combat related stuff during combat loop
//o------------------------------------------------------------------------------------------------o
bool CHandleCombat::HandleCombat( CSocket *mSock, CChar& mChar, CChar *ourTarg )
{
const UI16 ourDist = GetDist( &mChar, ourTarg );
//Attacker Skill values
CItem *mWeapon = GetWeapon( &mChar );
const UI08 getFightSkill = GetCombatSkill( mWeapon );
const UI16 attackSkill = std::min( static_cast<SI32>( mChar.GetSkillCap( getFightSkill )), static_cast<SI32>( mChar.GetSkill( getFightSkill )));
//Defender Skill values
CItem *defWeapon = GetWeapon( ourTarg );
const UI08 getTargetSkill = GetCombatSkill( defWeapon );
const UI16 defendSkill = std::min( static_cast<SI32>( ourTarg->GetSkillCap( getTargetSkill )), static_cast<SI32>( ourTarg->GetSkill( getTargetSkill )));
bool checkDist = ( ourDist <= 1 && abs( mChar.GetZ() - ourTarg->GetZ() ) <= 15 );
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
// Trigger onSwing for scripts attached to attacker
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
std::vector<UI16> scriptTriggers = mChar.GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
2021-06-12 07:30:23 -04:00
if( toExecute != nullptr )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
if( toExecute->OnSwing( mWeapon, &mChar, ourTarg ) == 0 )
{
return true;
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
}
}
}
0.99.4d Added new option in UOX.INI under [settings] section: MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default. Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above! Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType() Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected. Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set Guild titles are now removed for players who leave their guilds Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info) Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax: GET=parent1 parent2 parent3 (etc) Fixed an issue where NPC backpacks would not have the max item capacity set properly Added new properties for CItem objects (also exposed as JS Item Properties): maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting) baseRange // base distance throwing weapons (when implemented) can be used at Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE: MAXRANGE=# // Specifies max range of ranged weapon Added support for new Item/NPC DFN tags to support randomizing elemental resistances: RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races ALLOWEQUIPLIST=# BANEQUIPLIST=# Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races. Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects ScriptSections are now reapplied for items bought by players from NPC vendors Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property Fixed house commands triggering (useless) targeting cursors for players onboard boats Changed default statcap in UOX.INI from 325 to 225 Fixed a out-of-range error for players attempting to combine ore inside their own backpack Fixed various issues with distance checks and container checks when using/target objects Added optional 4th "hue" parameter to AddGump JS method Added JS Function to get total amount of accounts on server - GetAccountCount() Added JS Function to get total amount of players online - GetPlayerCount() onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters Added some JS Functions to expose some hard-coded constants to JS scripts: BASEITEMSERIAL() // Base item serial INVALIDSERIAL() // Invalid serial INVALIDID() // Invalid ID INVALIDCOLOUR() // Invalid colour Fixed an issue where JS character property .colour would modify origSkin property instead of colour Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title Character JS property .poison can now also be used to set a character's poisoned level, not just read it Exposed Item property to JS engine: .ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y. .def // defensive value of item (Physical resistance post-AoS, AR in older UO) // NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired .resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0% .resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0% .resistLight // Light resistance of item 0-1000, where 1000 equals 100.0% .resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0% .resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0% .resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0% .resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0% .damageHeat // Weapon deals Heat/Fire elemental damage (true/false) .damageCold // Weapon deals Cold elemental damage (true/false) .damageLight // Weapon deals Light elemental damage (true/false) .damageLightning // Weapon deals Lightning elemental damage (true/false) .damagePoison // Weapon deals Poison elemental damage (true/false) .damageRain // Weapon deals Rain/Water elemental damage (true/false) .damageSnow // Weapon deals Snow/Ice elemental damage (true/false) Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default) Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values. JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works) Fixed issue where JS properties for multis didn't always return correct values The 'set command can now be used to set the armour class of items ('set ac #) Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground) Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service. Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items: 'add static itemID 'tile static itemID Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue: /js/commands/targeting/add.js: 'add itemID rndValue cmdtable.cpp and targeting.cpp: 'tile itemID rndValue 'tile itemID x1 x2 y1 y2 z rndValue Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove Added 'props as an alias for the 'tweak command Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js) Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js) Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js) Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js) Updated check for cancelling of target cursor in various JS scripts Minor updates to various JS scripts Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied Updated all NPC definitions to let NPCs spawn facing in random directions
2021-03-22 05:59:20 +08:00
// Trigger onSwing for scripts attached to attacker's weapon
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
if( mWeapon != nullptr )
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
{
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
std::vector<UI16> weaponScriptTriggers = mWeapon->GetScriptTriggers();
for( auto scriptTrig : weaponScriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
2021-06-12 07:30:23 -04:00
if( toExecute != nullptr )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
if( toExecute->OnSwing( mWeapon, &mChar, ourTarg ) == 0 )
{
return true;
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
}
}
}
0.99.4d Added new option in UOX.INI under [settings] section: MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default. Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above! Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType() Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected. Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set Guild titles are now removed for players who leave their guilds Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info) Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax: GET=parent1 parent2 parent3 (etc) Fixed an issue where NPC backpacks would not have the max item capacity set properly Added new properties for CItem objects (also exposed as JS Item Properties): maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting) baseRange // base distance throwing weapons (when implemented) can be used at Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE: MAXRANGE=# // Specifies max range of ranged weapon Added support for new Item/NPC DFN tags to support randomizing elemental resistances: RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races ALLOWEQUIPLIST=# BANEQUIPLIST=# Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races. Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects ScriptSections are now reapplied for items bought by players from NPC vendors Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property Fixed house commands triggering (useless) targeting cursors for players onboard boats Changed default statcap in UOX.INI from 325 to 225 Fixed a out-of-range error for players attempting to combine ore inside their own backpack Fixed various issues with distance checks and container checks when using/target objects Added optional 4th "hue" parameter to AddGump JS method Added JS Function to get total amount of accounts on server - GetAccountCount() Added JS Function to get total amount of players online - GetPlayerCount() onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters Added some JS Functions to expose some hard-coded constants to JS scripts: BASEITEMSERIAL() // Base item serial INVALIDSERIAL() // Invalid serial INVALIDID() // Invalid ID INVALIDCOLOUR() // Invalid colour Fixed an issue where JS character property .colour would modify origSkin property instead of colour Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title Character JS property .poison can now also be used to set a character's poisoned level, not just read it Exposed Item property to JS engine: .ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y. .def // defensive value of item (Physical resistance post-AoS, AR in older UO) // NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired .resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0% .resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0% .resistLight // Light resistance of item 0-1000, where 1000 equals 100.0% .resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0% .resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0% .resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0% .resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0% .damageHeat // Weapon deals Heat/Fire elemental damage (true/false) .damageCold // Weapon deals Cold elemental damage (true/false) .damageLight // Weapon deals Light elemental damage (true/false) .damageLightning // Weapon deals Lightning elemental damage (true/false) .damagePoison // Weapon deals Poison elemental damage (true/false) .damageRain // Weapon deals Rain/Water elemental damage (true/false) .damageSnow // Weapon deals Snow/Ice elemental damage (true/false) Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default) Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values. JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works) Fixed issue where JS properties for multis didn't always return correct values The 'set command can now be used to set the armour class of items ('set ac #) Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground) Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service. Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items: 'add static itemID 'tile static itemID Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue: /js/commands/targeting/add.js: 'add itemID rndValue cmdtable.cpp and targeting.cpp: 'tile itemID rndValue 'tile itemID x1 x2 y1 y2 z rndValue Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove Added 'props as an alias for the 'tweak command Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js) Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js) Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js) Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js) Updated check for cancelling of target cursor in various JS scripts Minor updates to various JS scripts Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied Updated all NPC definitions to let NPCs spawn facing in random directions
2021-03-22 05:59:20 +08:00
}
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
// Allow longer range in combat based on weapon's maxRange
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
if( !checkDist && mWeapon != nullptr && ValidateObject( mWeapon ) && mWeapon->GetMaxRange() > 1 )
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
// Check line of sight and Z differences if weapon's max range is higher than 1 tile
Small update Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168 Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js) Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds. Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js) Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn) Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn) Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax: ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag: GET=# // Inherit a specified spawn region Added spawn region for animal trainer vendor in Vesper stable Added spawn region for fur trader/tanner vendors in The Best Hides of Britain Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area) Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae Added spawn regions for stables, tailor and blacksmith inside Castle British Added spawn regions for mage shops, mage guilds and farm houses in Moonglow Added spawn regions for misc vendors and townfolk in multiple cities Added spawn regions for Fire Island Updated spawn regions for Dagger Isle/Ice Island Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file Added reagent spawns in overworld spawn regions in Britannia/Lost Lands Added special reagent spawns in swamp areas Added additional overworld spawn regions in Britannia/Lost Lands Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs: Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower Updated size and positions of some existing overworld spawn regions Fixed incorrect spawn region size for small island south of Trinsic Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js) Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js) Added teleport locations within Khaldun dungeon (js/teleport.scp) Added custom AIs to existing NPC spawning in Khaldun dungeon: Ancient Lich (summons other undead, and can turn into one of them for disguise) Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs: [tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal) [shadowfiend] -> Shadowfiends (seek out and reveal hidden players) [zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants) [cursed] -> Cursed (male/female variants) [spectralarmor] -> Spectral Armor Added DFN entries for new (named) NPCs spawning in Khaldun dungeon: [lysander_gathenwale] -> Lysander Gathenwale [grimmoch_drummel] -> Grimmoch Drummel [morg_bergen] -> Morg Bergen [tavara_sewel] -> Tavara Sewel Added new NPC DFN entries: [leatherworker] -> alias for male/female leatherworker vendors [mapmaker] -> alias for male/female mapmaker vendors Added new Race DFN entries: [RACE 29] -> Cursed (enemies of RACE 30) [RACE 30] -> Zealots (enemies of RACE 29) Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn) Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js) Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js) All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs. The 'regspawn GM command now supports a new parameter called "max". Updated command syntax: 'regspawn # // perform a single respawn cycle in a specific spawn region 'regspawn all // perform a single respawn cycle across all spawn regions 'regspawn max // respawn ALL spawn regions to MAX capacity in one go Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs): MAXNPCAGGRORANGE=10 Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range. Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character: HIDEFAMEKARMATITLE (0x10000) NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js) Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!) Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!) Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*) Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands cabbages (js/server/resource/cabbages.js) canteloupes (js/server/resource/canteloupes.js) carrots (js/server/resource/carrots.js) garlic (js/server/resource/garlic.js) gourds (js/server/resource/gourds.js) honeydew melons (js/server/resource/honeydewmelon.js) onions (js/server/resource/onions.js) pumpkins (js/server/resource/pumpkins.js) squashes (js/server/resource/squashes.js) turnips (js/server/resource/turnips.js) watermelons (js/server/resource/watermelon.js) Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn) Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn) Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!) Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js) Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js) Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off. Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap") Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 08:40:02 +08:00
if( ourDist <= mWeapon->GetMaxRange() && abs( mChar.GetZ() - ourTarg->GetZ() ) <= 20 )
{
if( LineOfSight( mSock, &mChar, ourTarg->GetX(), ourTarg->GetY(), ourTarg->GetZ(), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ))
{
mChar.SetCombatLos( true );
checkDist = true;
}
else
{
mChar.SetCombatLos( false );
}
}
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
if( checkDist )
{
CPFightOccurring tSend( mChar, ( *ourTarg ));
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
for( auto &tSock : FindNearbyPlayers( &mChar ))
{
if( tSock )
{
2022-06-06 14:24:41 -04:00
tSock->Send(&tSend);
}
}
if( mChar.IsNpc() )
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
if( mChar.GetNpcWander() != WT_FLEE && mChar.GetNpcWander() != WT_SCARED )
{
UI08 charDir = Movement->Direction( &mChar, ourTarg->GetX(), ourTarg->GetY() );
if( mChar.GetDir() != charDir && charDir < 8 )
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
mChar.SetDir( charDir );
}
}
}
if( getFightSkill == ARCHERY && mWeapon != nullptr )
{
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
// If amount of time since character last moved is less than the minimum delay for shooting after coming to a halt, return
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
if(( cwmWorldState->GetUICurrentTime() - mChar.LastMoveTime() ) < static_cast<TIMERVAL>( cwmWorldState->ServerData()->CombatArcheryShootDelay() * 1000 ))
return false;
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
UI16 ammoId = mWeapon->GetAmmoId();
UI16 ammoHue = mWeapon->GetAmmoHue();
UI16 ammoFX = mWeapon->GetAmmoFX();
UI16 ammoFXHue = mWeapon->GetAmmoFXHue();
UI16 ammoFXRender = mWeapon->GetAmmoFXRender();
if( mChar.IsNpc() || ( ammoId != 0 && DeleteItemAmount( &mChar, 1, ammoId, ammoHue, 0, true ) == 1 ))
{
PlaySwingAnimations( &mChar );
2025-02-16 14:54:40 -06:00
Effects->PlayMovingAnimation( mChar.GetX(), mChar.GetY(), mChar.GetZ() + 5, ourTarg->GetX(), ourTarg->GetY(), ourTarg->GetZ(), ammoFX, 0x15, 0x1, 0x00, static_cast<UI32>( ammoFXHue ), static_cast<UI32>( ammoFXRender ));
}
else
{
2021-06-12 07:30:23 -04:00
if( mSock != nullptr )
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
mChar.SetTimer( tCHAR_TIMEOUT, BuildTimeValue( GetCombatTimeout( &mChar )));
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
mSock->SysMessage( 309 ); // You are out of ammunitions!
}
return false;
}
}
else
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
PlaySwingAnimations( &mChar );
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
SI16 staminaToLose = cwmWorldState->ServerData()->CombatAttackStamina();
if( staminaToLose && ( !mChar.IsGM() && !mChar.IsCounselor() ))
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
mChar.IncStamina( staminaToLose );
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
const UI16 getDefTactics = ourTarg->GetSkill( TACTICS );
bool skillPassed = false;
// Do a skill check so the fight skill is increased
Skills->CheckSkill( &mChar, getFightSkill, 0, std::min(static_cast<SI32>( mChar.GetSkillCap( getFightSkill )), static_cast<SI32>(( getDefTactics * 1.25 ) + 100 )));
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
// Calculate Hit Chance
R32 hitChance = 0;
switch( cwmWorldState->ServerData()->ExpansionCombatHitChance() )
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
{
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
case ER_T2A: // T2A - The Second Age
case ER_UOR: // UOR - Renaissance
case ER_TD: // TD - Third Dawn
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
case ER_LBR: // LBR - Lord Blackthorn's Revenge (Publish 15)
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
// FORMULA: ( Attacker's skill + 50 / ((defender's skill + 50 )* 2 )) * 100
0.99.6-RC6x Added dummy context restore function to additional scripts Updated 'go command to support specifying location to teleport to by name, mapped to locations from locations.dfn (Thanks Dragon Slayer!) Updated Smart Turn script for furniture (js/server/misc/furniture_smartturn.js) with more optimized code (Humility) Fixed latitude/longitude output of GetMapCoordinates helper function (js/server/data/map_coordinates.js), and updated scripts that relied on it Fixed an issue where trying to craft fletching tools would produce hatchets instead (js/skill/craft/fletching.js) Updated js/item/bankcheck.js to display value of checks using onTooltip JS Event, or onNameRequest JS Event if tooltips are disabled Fixed a couple of DFN formatting issues (thanks, punt) Fixed an issue where blank deeds (and bank checks) would be pileable if dropped on the same container (dfndata/items/tools/inscription.dfn) Added dedicated [bankcheck] DFN item (dfndata/items/misc/money.dfn) Updated Banker AI script (js/npc/ai/banker.js) to use dedicated [bankcheck] item instead of blank deeds as base for bank checks, and to have banker NPCs pause and turn towards player when talked to Fixed an issue with script for Healing/Veterinary (js/skill/healing.js) which incorrectly used Anatomy as supplementary skill for Veterinary instead of Animal Lore, and which checked dex of wrong character when calculating healing slips Added two missing tile flags to tileflag enum that threw order of such flags added with HS expansion out of order (thanks, punt) Fixed an issue with travel-commands in GM menu which handled travelling between facets incorrectly Added region spawners for dungeons, towns and overworld in Ilshenar facet Enabled Trammel and Ilshenar facet decorations/spawns by default in admin welcome script (js/server/misc/admin_welcome.js) Reworked portions of admin welcome gump to display optional "addon" decorations per facet, which might be client/era-specific (js/server/misc/admin_welcome.js) Added new NPCs to dfndata/npc/femalehuman.dfn: f_executioner, f_chaosdragoon, f_chaosdragoonelite, f_gypsybanker Added new NPCs to dfndata/npc/femalevendors.dfn: f_gypsymaiden, f_gypsyanimaltrainer, f_gypsyfortuneteller, f_vagabond, f_ironworker Added new NPCs to dfndata/npc/malehuman.dfn: m_executioner, m_chaosdragoon, m_chaosdragoonelite, m_gypsybanker Added new NPCs to dfndata/npc/malevendors.dfn: m_gypsyanimaltrainer, m_vagabond, m_ironworker Added new NPC to dfndata/npc/miscmonsters.dfn: darkwisp Added new NPC to dfndata/npc/undead.dfn: ancientlich Added new Item DFNs for "camps" that when spawned will create a camp with specific decorations ([ilsh_orc_camp], [ilsh_healer_camp], [ilsh_mage_camp], [ilsh_banker_camp]) Added scripts for camps (js/item/camps/ilsh_banker_camp.js, js/item/camps/ilsh_healer_camp.js, js/item/camps/ilsh_mage_camp.js, js/item/camps/ilsh_orc_camp.js) Added new colorlist to dfndata/colors/colors.dfn: [RANDOMCOLOR 33] (Bright Primary Colors) Fixed an issue with gargish cloth chest DFN which prevented LBR version from working properly (dfndata/items/gear/armor/gargish_armor/gargish_cloth.dfn) Added a bunch of new NPCLISTS in various npclist DFN files to support regional spawns in Ilshenar Added missing BACKPACK tag to [golem] NPC DFN (dfndata/npc/clockwork.dfn) Fixed misspelled section header for Fire Elemental NPC - from firele to fireele (dfndata/npc/elementals.dfn) Murderous brigand NPCs are no longer willing to teach players skills (dfndata/npc/femalehuman.dfn, dfndata/npc/malehuman.dfn) Corrected coordinates of Rock Dungeon region (dfndata/regions/regions.dfn) Added regions for Sea Market (Felucca/Trammel), Blackthorn Dungeon (Felucca/Trammel) and Lakeshire (Ilshenar) (dfndata/regions/regions.dfn) Fixed an issue with 'radditem and 'raddspawner GM commands which would not correctly set the Z of the added item/spawner to match target location (js/commands/custom/repeatingcmds.js) Added two new repeating commands (js/commands/custom/repeatingcmds.js): 'rmovable # // Repeats bringing up targeting cursor to set movable property on multiple objects 'rnodecay // Repeats bringing up targeting cursor to set decayable property to false on multiple objects Added new areacommand (js/commands/targeting/areacommand.js): 'areacommand name [string] // Sets name of all objects within targeted area to [string] Updated 'decorate command script to better handle flags passed in via admin welcome script for things like facet addons (js/commands/decorate.js) Updated fire breath script (js/npc/special/fire_breath.js) to get fire breath info per NPC based on their sectionID rather than their base body ID Updated facet ruleset script (js/server/misc/facetRuleset.js) with an override for GMs trying to snoop players even in places where snooping is disallowed Updated facet ruleset script (js/server/misc/facetRuleset.js) to allow damage that's not coming from a player/NPC source even in Trammel/Ilshenar Added teleport locations for entering/leaving Blackthorn Dungeon in Felucca/Trammel (js/teleport.scp) Updated 'remove and 'rremove commands to release any targeted objects from potential multis they are locked in to properly update lockdown count (js/commands/targeting/remove.js, js/commands/custom/repeatingcmds.js) Updated felucca/ilshenar world templates with decorations (js/jsdata/worldtemplates/felucca_*/ilshenar_*) Added world templates with decorations for Trammel (js/jsdata/worldtemplates/trammel_*) Added DFN entry for Power Generators, and spawn entries for these in Ilshenar (dfndata/item/puzzles/puzzles.dfn, dfndata/spawn/ilshenar/spawn_ilshenar_world_general.dfn) Added script for Power Generators, which initializes random puzzles on creation and rewards player with diamonds/arcane gems/shadow iron ore when solved, or lightning when failing to solve (js/item/power_generator.js) Added support for overriding newbie-state of items added to players via dfndata/newbie/newbie.dfn. Supported syntax: PACKITEM=sectionID[, amount[, newbieFlag]] // To use newbieFlag with PACKITEM, amount must also be specified. Flag can be 0/1 EQUIPITEM=sectionID[, itemHue[, newbieFlag] // To use newbieFlag with EQUIPITEM, itemHue must also be specified. Flag can be 0/1 Casting the Earthquake spell will no longer affect the caster, or cause them to become criminal when cast out of town with no impacted targets Fixed a bug where caster would remain frozen after finishing casting targetless spells like Earthquake Fixed a bug where caster would remain frozen if spellcast was cancelled half-ways through by picking up or equipping an item Fixed a bug where caster would remain frozen if spellcast was interrupted by losing concentration from taking melee damage in combat Fixed a bug where a paralyzed player would remain frozen even if taking magic or poison damage, which releases them from paralyzis Fixed a bug where target of Paralyze spell would not visually be shown as frozen in target's client Fixed a bug where a caster frozen while casting a spell could become unfrozen mid-cast because of incoming magic damage Address overflow issue in MultiMul.cpp (punt) Address various cast issues (punt) Corrected jscript project, to not include two files that where for stand alone programs (and resulted in main being added twice in the library (and once was incorrect all ready). (punt) Replaced RoundNumber with std::round (punt) The original physical appearance of characters targeted by 'make admin/gm/cns is now kept track of, and restored upon being targeted by 'make player Fixed an issue where the .HasSpell JS Method was off by 1 when looking for specific spells in player's spellbook, due to 0-based array indexing in code vs 1-based indexing for Spells in DFNs
2023-10-14 05:03:53 +08:00
hitChance = static_cast<R32>((( static_cast<R64>( attackSkill ) + 500.0 ) / (( static_cast<R64>( defendSkill ) + 500.0 ) * 2.0 )) * 100.0 );
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
if( hitChance < 0 )
{
hitChance = 0;
}
else if( hitChance > 100 )
{
hitChance = 100;
}
// Bonus to hit chance for archery skill since Pub 5/UOR
if( cwmWorldState->ServerData()->ExpansionCoreShardEra() >= ER_UOR && getFightSkill == ARCHERY )
{
hitChance += cwmWorldState->ServerData()->CombatArcheryHitBonus();
}
break;
case ER_AOS: // AoS - Age of Shadows
case ER_SE: // SE - Samurai Empire
case ER_ML: // ML - Mondain's Legacy
case ER_SA: // SA - Stygian Abyss
case ER_HS: // HS - High Seas
case ER_TOL: // ToL - Time of Legends
default:
// FORMULA: Hit Chance% = (( [Attacker's Combat Ability + 20] * [100% + Attacker's Hit Chance Increase] ) divided by
// ( [Defender's Combat Ability + 20] * [100% + Defender's Defense Chance Increase] * 2 )) * 100
// For AoS and higher, always give attacker at least 2% chance to hit
R32 attHitChanceBonus = 0;
R32 defDefenseChanceBonus = 0;
R32 maxAttHitChanceBonus = 45;
2025-01-14 23:28:03 -06:00
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
if( cwmWorldState->ServerData()->ExpansionCombatHitChance() >= ER_SA && mChar.GetBodyType() == BT_GARGOYLE )
{
// If attacker is a Gargoyle player, and ExpansionCombatHitChance is ER_SA or higher, use 50 as hitchance bonus cap instead of 45
maxAttHitChanceBonus = 50;
}
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// Fetch bonuses to hitChance/defenseChance from AoS item properties or characters
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attHitChanceBonus = mChar.GetHitChance();
defDefenseChanceBonus = mChar.GetDefenseChance();
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
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// Clamp to ensure valid bonus ranges (e.g., no multiplier below 1)
R32 effectiveAttHitChanceBonus = std::max(-99.0f, std::min( attHitChanceBonus, maxAttHitChanceBonus )); // Cap at -99 and maxAttHitChanceBonus
R32 effectiveDefDefenseChanceBonus = std::max(-99.0f, std::min( defDefenseChanceBonus, 45.0f )); // Cap at -99 and 45
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
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// Calculate the attacker's hit chance and defender's defense chance
R32 attackerHitChance = ( static_cast<R32>( attackSkill / 10 ) + 20 ) * ( 100 + effectiveAttHitChanceBonus );
R32 defenderDefenseChance = ( static_cast<R32>( defendSkill / 10 ) + 20 ) * ( 100 + effectiveDefDefenseChanceBonus );
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
hitChance = ( attackerHitChance / ( defenderDefenseChance * 2 )) * 100;
// Always leave at least 2% chance to hit
if( hitChance < 2 )
{
hitChance = 2;
}
else if( hitChance > 100 )
{
hitChance = 100;
}
break;
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
}
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
skillPassed = ( RandomNum( 1, 100 ) <= hitChance );
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( !skillPassed )
{
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// It's a miss!
if( getFightSkill == ARCHERY && mWeapon->GetAmmoId() != 0 && !RandomNum( 0, 2 ))
{
UI16 ammoId = mWeapon->GetAmmoId();
UI16 ammoHue = mWeapon->GetAmmoHue();
Items->CreateItem( nullptr, ourTarg, ammoId, 1, ammoHue, OT_ITEM, false );
}
PlayMissedSoundEffect( &mChar );
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for( auto scriptTrig : scriptTriggers )
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{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
toExecute->OnAttack( &mChar, ourTarg, skillPassed, -1, 0 );
}
}
std::vector<UI16> defScriptTriggers = ourTarg->GetScriptTriggers();
for( auto scriptTrig : defScriptTriggers )
{
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cScript *toExecute = JSMapping->GetScript( scriptTrig );
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if( toExecute != nullptr )
{
toExecute->OnDefense( &mChar, ourTarg, skillPassed, -1, 0 );
}
}
}
else
{
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// It's a hit!
CSocket *targSock = ourTarg->GetSocket();
Skills->CheckSkill( &mChar, TACTICS, 0, mChar.GetSkillCap( TACTICS ) );
Skills->CheckSkill( ourTarg, TACTICS, 0, ourTarg->GetSkillCap( TACTICS ) );
Small update Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168 Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js) Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds. Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js) Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn) Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn) Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax: ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag: GET=# // Inherit a specified spawn region Added spawn region for animal trainer vendor in Vesper stable Added spawn region for fur trader/tanner vendors in The Best Hides of Britain Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area) Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae Added spawn regions for stables, tailor and blacksmith inside Castle British Added spawn regions for mage shops, mage guilds and farm houses in Moonglow Added spawn regions for misc vendors and townfolk in multiple cities Added spawn regions for Fire Island Updated spawn regions for Dagger Isle/Ice Island Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file Added reagent spawns in overworld spawn regions in Britannia/Lost Lands Added special reagent spawns in swamp areas Added additional overworld spawn regions in Britannia/Lost Lands Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs: Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower Updated size and positions of some existing overworld spawn regions Fixed incorrect spawn region size for small island south of Trinsic Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js) Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js) Added teleport locations within Khaldun dungeon (js/teleport.scp) Added custom AIs to existing NPC spawning in Khaldun dungeon: Ancient Lich (summons other undead, and can turn into one of them for disguise) Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs: [tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal) [shadowfiend] -> Shadowfiends (seek out and reveal hidden players) [zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants) [cursed] -> Cursed (male/female variants) [spectralarmor] -> Spectral Armor Added DFN entries for new (named) NPCs spawning in Khaldun dungeon: [lysander_gathenwale] -> Lysander Gathenwale [grimmoch_drummel] -> Grimmoch Drummel [morg_bergen] -> Morg Bergen [tavara_sewel] -> Tavara Sewel Added new NPC DFN entries: [leatherworker] -> alias for male/female leatherworker vendors [mapmaker] -> alias for male/female mapmaker vendors Added new Race DFN entries: [RACE 29] -> Cursed (enemies of RACE 30) [RACE 30] -> Zealots (enemies of RACE 29) Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn) Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js) Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js) All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs. The 'regspawn GM command now supports a new parameter called "max". Updated command syntax: 'regspawn # // perform a single respawn cycle in a specific spawn region 'regspawn all // perform a single respawn cycle across all spawn regions 'regspawn max // respawn ALL spawn regions to MAX capacity in one go Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs): MAXNPCAGGRORANGE=10 Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range. Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character: HIDEFAMEKARMATITLE (0x10000) NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js) Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!) Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!) Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*) Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands cabbages (js/server/resource/cabbages.js) canteloupes (js/server/resource/canteloupes.js) carrots (js/server/resource/carrots.js) garlic (js/server/resource/garlic.js) gourds (js/server/resource/gourds.js) honeydew melons (js/server/resource/honeydewmelon.js) onions (js/server/resource/onions.js) pumpkins (js/server/resource/pumpkins.js) squashes (js/server/resource/squashes.js) turnips (js/server/resource/turnips.js) watermelons (js/server/resource/watermelon.js) Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn) Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn) Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!) Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js) Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js) Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off. Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap") Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 08:40:02 +08:00
// Play the "get hit" SFX for the target, but only 50% of the time (too spammy otherwise)
if( RandomNum( 0, 3 ) == 3 )
{
Small update Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168 Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js) Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds. Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js) Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn) Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn) Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax: ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag: GET=# // Inherit a specified spawn region Added spawn region for animal trainer vendor in Vesper stable Added spawn region for fur trader/tanner vendors in The Best Hides of Britain Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area) Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae Added spawn regions for stables, tailor and blacksmith inside Castle British Added spawn regions for mage shops, mage guilds and farm houses in Moonglow Added spawn regions for misc vendors and townfolk in multiple cities Added spawn regions for Fire Island Updated spawn regions for Dagger Isle/Ice Island Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file Added reagent spawns in overworld spawn regions in Britannia/Lost Lands Added special reagent spawns in swamp areas Added additional overworld spawn regions in Britannia/Lost Lands Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs: Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower Updated size and positions of some existing overworld spawn regions Fixed incorrect spawn region size for small island south of Trinsic Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js) Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js) Added teleport locations within Khaldun dungeon (js/teleport.scp) Added custom AIs to existing NPC spawning in Khaldun dungeon: Ancient Lich (summons other undead, and can turn into one of them for disguise) Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs: [tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal) [shadowfiend] -> Shadowfiends (seek out and reveal hidden players) [zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants) [cursed] -> Cursed (male/female variants) [spectralarmor] -> Spectral Armor Added DFN entries for new (named) NPCs spawning in Khaldun dungeon: [lysander_gathenwale] -> Lysander Gathenwale [grimmoch_drummel] -> Grimmoch Drummel [morg_bergen] -> Morg Bergen [tavara_sewel] -> Tavara Sewel Added new NPC DFN entries: [leatherworker] -> alias for male/female leatherworker vendors [mapmaker] -> alias for male/female mapmaker vendors Added new Race DFN entries: [RACE 29] -> Cursed (enemies of RACE 30) [RACE 30] -> Zealots (enemies of RACE 29) Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn) Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js) Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js) All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs. The 'regspawn GM command now supports a new parameter called "max". Updated command syntax: 'regspawn # // perform a single respawn cycle in a specific spawn region 'regspawn all // perform a single respawn cycle across all spawn regions 'regspawn max // respawn ALL spawn regions to MAX capacity in one go Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs): MAXNPCAGGRORANGE=10 Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range. Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character: HIDEFAMEKARMATITLE (0x10000) NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js) Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!) Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!) Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*) Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands cabbages (js/server/resource/cabbages.js) canteloupes (js/server/resource/canteloupes.js) carrots (js/server/resource/carrots.js) garlic (js/server/resource/garlic.js) gourds (js/server/resource/gourds.js) honeydew melons (js/server/resource/honeydewmelon.js) onions (js/server/resource/onions.js) pumpkins (js/server/resource/pumpkins.js) squashes (js/server/resource/squashes.js) turnips (js/server/resource/turnips.js) watermelons (js/server/resource/watermelon.js) Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn) Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn) Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!) Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js) Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js) Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off. Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap") Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 08:40:02 +08:00
PlayHitAnimations( ourTarg );
switch( ourTarg->GetId() )
{
Small update Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168 Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js) Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds. Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js) Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn) Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn) Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax: ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag: GET=# // Inherit a specified spawn region Added spawn region for animal trainer vendor in Vesper stable Added spawn region for fur trader/tanner vendors in The Best Hides of Britain Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area) Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae Added spawn regions for stables, tailor and blacksmith inside Castle British Added spawn regions for mage shops, mage guilds and farm houses in Moonglow Added spawn regions for misc vendors and townfolk in multiple cities Added spawn regions for Fire Island Updated spawn regions for Dagger Isle/Ice Island Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file Added reagent spawns in overworld spawn regions in Britannia/Lost Lands Added special reagent spawns in swamp areas Added additional overworld spawn regions in Britannia/Lost Lands Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs: Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower Updated size and positions of some existing overworld spawn regions Fixed incorrect spawn region size for small island south of Trinsic Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js) Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js) Added teleport locations within Khaldun dungeon (js/teleport.scp) Added custom AIs to existing NPC spawning in Khaldun dungeon: Ancient Lich (summons other undead, and can turn into one of them for disguise) Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs: [tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal) [shadowfiend] -> Shadowfiends (seek out and reveal hidden players) [zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants) [cursed] -> Cursed (male/female variants) [spectralarmor] -> Spectral Armor Added DFN entries for new (named) NPCs spawning in Khaldun dungeon: [lysander_gathenwale] -> Lysander Gathenwale [grimmoch_drummel] -> Grimmoch Drummel [morg_bergen] -> Morg Bergen [tavara_sewel] -> Tavara Sewel Added new NPC DFN entries: [leatherworker] -> alias for male/female leatherworker vendors [mapmaker] -> alias for male/female mapmaker vendors Added new Race DFN entries: [RACE 29] -> Cursed (enemies of RACE 30) [RACE 30] -> Zealots (enemies of RACE 29) Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn) Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js) Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js) All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs. The 'regspawn GM command now supports a new parameter called "max". Updated command syntax: 'regspawn # // perform a single respawn cycle in a specific spawn region 'regspawn all // perform a single respawn cycle across all spawn regions 'regspawn max // respawn ALL spawn regions to MAX capacity in one go Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs): MAXNPCAGGRORANGE=10 Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range. Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character: HIDEFAMEKARMATITLE (0x10000) NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js) Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!) Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!) Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*) Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands cabbages (js/server/resource/cabbages.js) canteloupes (js/server/resource/canteloupes.js) carrots (js/server/resource/carrots.js) garlic (js/server/resource/garlic.js) gourds (js/server/resource/gourds.js) honeydew melons (js/server/resource/honeydewmelon.js) onions (js/server/resource/onions.js) pumpkins (js/server/resource/pumpkins.js) squashes (js/server/resource/squashes.js) turnips (js/server/resource/turnips.js) watermelons (js/server/resource/watermelon.js) Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn) Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn) Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!) Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js) Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js) Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off. Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap") Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 08:40:02 +08:00
case 0x025E: // elf/human/garg female
case 0x0191:
case 0x029B: Effects->PlaySound( ourTarg, RandomNum( 0x014B, 0x014F )); break;
case 0x025D: // elf/human/garg male
case 0x0190:
case 0x029A: Effects->PlaySound( ourTarg, RandomNum( 0x0155, 0x0158 )); break;
default:
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
Small update Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168 Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js) Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds. Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js) Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn) Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn) Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax: ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag: GET=# // Inherit a specified spawn region Added spawn region for animal trainer vendor in Vesper stable Added spawn region for fur trader/tanner vendors in The Best Hides of Britain Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area) Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae Added spawn regions for stables, tailor and blacksmith inside Castle British Added spawn regions for mage shops, mage guilds and farm houses in Moonglow Added spawn regions for misc vendors and townfolk in multiple cities Added spawn regions for Fire Island Updated spawn regions for Dagger Isle/Ice Island Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file Added reagent spawns in overworld spawn regions in Britannia/Lost Lands Added special reagent spawns in swamp areas Added additional overworld spawn regions in Britannia/Lost Lands Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs: Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower Updated size and positions of some existing overworld spawn regions Fixed incorrect spawn region size for small island south of Trinsic Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js) Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js) Added teleport locations within Khaldun dungeon (js/teleport.scp) Added custom AIs to existing NPC spawning in Khaldun dungeon: Ancient Lich (summons other undead, and can turn into one of them for disguise) Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs: [tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal) [shadowfiend] -> Shadowfiends (seek out and reveal hidden players) [zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants) [cursed] -> Cursed (male/female variants) [spectralarmor] -> Spectral Armor Added DFN entries for new (named) NPCs spawning in Khaldun dungeon: [lysander_gathenwale] -> Lysander Gathenwale [grimmoch_drummel] -> Grimmoch Drummel [morg_bergen] -> Morg Bergen [tavara_sewel] -> Tavara Sewel Added new NPC DFN entries: [leatherworker] -> alias for male/female leatherworker vendors [mapmaker] -> alias for male/female mapmaker vendors Added new Race DFN entries: [RACE 29] -> Cursed (enemies of RACE 30) [RACE 30] -> Zealots (enemies of RACE 29) Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn) Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js) Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js) All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs. The 'regspawn GM command now supports a new parameter called "max". Updated command syntax: 'regspawn # // perform a single respawn cycle in a specific spawn region 'regspawn all // perform a single respawn cycle across all spawn regions 'regspawn max // respawn ALL spawn regions to MAX capacity in one go Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs): MAXNPCAGGRORANGE=10 Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range. Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character: HIDEFAMEKARMATITLE (0x10000) NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js) Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!) Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!) Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*) Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands cabbages (js/server/resource/cabbages.js) canteloupes (js/server/resource/canteloupes.js) carrots (js/server/resource/carrots.js) garlic (js/server/resource/garlic.js) gourds (js/server/resource/gourds.js) honeydew melons (js/server/resource/honeydewmelon.js) onions (js/server/resource/onions.js) pumpkins (js/server/resource/pumpkins.js) squashes (js/server/resource/squashes.js) turnips (js/server/resource/turnips.js) watermelons (js/server/resource/watermelon.js) Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn) Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn) Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!) Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js) Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js) Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off. Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap") Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 08:40:02 +08:00
UI16 toPlay = cwmWorldState->creatures[ourTarg->GetId()].GetSound( SND_DEFEND );
if( toPlay != 0x00 )
{
Effects->PlaySound( ourTarg, toPlay );
}
break;
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
}
}
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
UI08 poisonStrength = mChar.GetPoisonStrength();
if( poisonStrength && ourTarg->GetPoisoned() < poisonStrength )
{
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
if( mChar.IsNpc() || mChar.GetSkill( POISONING ) / 4 >= RandomNum( 1, 1000 ))
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
auto doPoison = true;
if( !mChar.IsNpc() && cwmWorldState->ServerData()->YoungPlayerSystem() && !ourTarg->IsNpc() && ourTarg->GetAccount().wFlags.test( AB_FLAGS_YOUNG ))
{
doPoison = false;
if( targSock != nullptr )
{
targSock->SysMessage( 18735 ); // You would have been poisoned, were you not new to the land of Britannia. Be careful in the future.
}
}
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
else if( !mChar.IsNpc() && cwmWorldState->ServerData()->YoungPlayerSystem() && mChar.GetAccount().wFlags.test( AB_FLAGS_YOUNG ))
{
// Don't allow young players to poison others
doPoison = false;
if( mSock != nullptr )
{
ourTarg->TextMessage( mSock, 18738, TALK, false ); // * The poison seems to have no effect. *
}
}
else
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
{
// Let's include target's race resistance as well
auto racePoisonResist = Races->Race( ourTarg->GetRace() )->PoisonResistance();
if( ourTarg->GetResist( POISON ) + static_cast<UI16>( racePoisonResist ) >= 100 || static_cast<R32>(( static_cast<R32>( ourTarg->GetResist( POISON )) + racePoisonResist ) / 20.0 ) > static_cast<R32>( poisonStrength ))
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
{
// Based on poison resistance, characters can be immune to specific levels of poison
// >= 100, immune to everything (including Lethal)
// > 80, immune to Lesser -> Deadly
// > 60, immune to Lesser -> Strong
// > 40, immune to Lesser -> Normal
// > 20, immune to Lesser
doPoison = false;
if( mSock != nullptr )
{
mChar.TextMessage( mSock, 18738, TALK, false ); // * The poison seems to have no effect. *
}
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
}
}
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
if( doPoison )
{
// Apply poison on target
ourTarg->SetPoisoned( poisonStrength );
ourTarg->SetPoisonedBy( mChar.GetSerial() );
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
// Set time until next time poison "ticks"
ourTarg->SetTimer( tCHAR_POISONTIME, BuildTimeValue( static_cast<R64>( GetPoisonTickTime( poisonStrength ))));
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
// Set time until poison wears off completely
ourTarg->SetTimer( tCHAR_POISONWEAROFF, ourTarg->GetTimer( tCHAR_POISONTIME ) + ( 1000 * GetPoisonDuration( poisonStrength ))); //wear off starts after poison takes effect
if( targSock != nullptr )
{
targSock->SysMessage( 282 ); // You have been poisoned!
}
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
if( mSock != nullptr )
{
mSock->SysMessage( 6311 ); // You have poisoned your target!
}
// Reduce poison charges on weapon, if any
if( ValidateObject( mWeapon ) && mWeapon->GetPoisoned() )
{
auto poisonCharges = mWeapon->GetPoisonCharges();
if( poisonCharges > 0 )
{
mWeapon->SetPoisonCharges( mWeapon->GetPoisonCharges() - 1 );
if( cwmWorldState->ServerData()->PoisonCorrosionSystem() )
{
auto mPoisonSkill = mChar.GetSkill( POISONING );
// Reduce effective poison strength by 1 if above 50.0 poisoning
// Reduce effective poison strength by 2 if above 99.0 poisoning
SI08 effectivePoisonStrength = ( mPoisonSkill > 990 ? poisonStrength - 2 : ( mPoisonSkill > 500 ? poisonStrength - 1 : poisonStrength ));
effectivePoisonStrength = std::max( static_cast<SI08>( 1 ), std::min( static_cast<SI08>( 5 ), effectivePoisonStrength ));
// Roll against chance per poison strength level to see if corrosion occurs
const int baseCorrosionChance[] = { 5, 10, 20, 30, 40 };
if( RandomNum( 1, 100 ) <= baseCorrosionChance[effectivePoisonStrength - 1] )
{
// Read current corrosion level on weapon
TAGMAPOBJECT localObject = mWeapon->GetTag( "corrosionLevel" );
localObject.m_IntValue++;
// Store updated corrosion level
mWeapon->SetTag( "corrosionLevel", localObject );
if( mSock != nullptr )
{
mSock->SysMessage( 6316 ); // Blood mixes with poison and begins to corrode your weapon.
}
}
}
}
if( poisonCharges == 0 )
{
// Weapon is no longer poisoned, undo effect on character
mWeapon->SetPoisoned( 0 );
mWeapon->SetPoisonedBy( INVALIDSERIAL );
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
mChar.SetPoisonStrength( 0 );
if( mSock != nullptr )
{
mSock->SysMessage( 6318 ); // The poison on your weapon seems to have worn off.
}
}
}
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
}
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// Calculate damage
const UI08 hitLoc = CalculateHitLoc();
UI16 ourDamage = CalcDamage( &mChar, ourTarg, getFightSkill, hitLoc );
if( ourDamage > 0 )
{
// Show hit messages, if enabled
DoHitMessage( &mChar, ourTarg, hitLoc, ourDamage );
// Interrupt Spellcasting
2021-06-12 07:30:23 -04:00
if( !ourTarg->IsNpc() && targSock != nullptr )
{
if( ourTarg->IsCasting() && targSock->CurrentSpellType() == 0 )
{
ourTarg->StopSpell();
ourTarg->SetFrozen( false );
0.99.6-RC6x Added dummy context restore function to additional scripts Updated 'go command to support specifying location to teleport to by name, mapped to locations from locations.dfn (Thanks Dragon Slayer!) Updated Smart Turn script for furniture (js/server/misc/furniture_smartturn.js) with more optimized code (Humility) Fixed latitude/longitude output of GetMapCoordinates helper function (js/server/data/map_coordinates.js), and updated scripts that relied on it Fixed an issue where trying to craft fletching tools would produce hatchets instead (js/skill/craft/fletching.js) Updated js/item/bankcheck.js to display value of checks using onTooltip JS Event, or onNameRequest JS Event if tooltips are disabled Fixed a couple of DFN formatting issues (thanks, punt) Fixed an issue where blank deeds (and bank checks) would be pileable if dropped on the same container (dfndata/items/tools/inscription.dfn) Added dedicated [bankcheck] DFN item (dfndata/items/misc/money.dfn) Updated Banker AI script (js/npc/ai/banker.js) to use dedicated [bankcheck] item instead of blank deeds as base for bank checks, and to have banker NPCs pause and turn towards player when talked to Fixed an issue with script for Healing/Veterinary (js/skill/healing.js) which incorrectly used Anatomy as supplementary skill for Veterinary instead of Animal Lore, and which checked dex of wrong character when calculating healing slips Added two missing tile flags to tileflag enum that threw order of such flags added with HS expansion out of order (thanks, punt) Fixed an issue with travel-commands in GM menu which handled travelling between facets incorrectly Added region spawners for dungeons, towns and overworld in Ilshenar facet Enabled Trammel and Ilshenar facet decorations/spawns by default in admin welcome script (js/server/misc/admin_welcome.js) Reworked portions of admin welcome gump to display optional "addon" decorations per facet, which might be client/era-specific (js/server/misc/admin_welcome.js) Added new NPCs to dfndata/npc/femalehuman.dfn: f_executioner, f_chaosdragoon, f_chaosdragoonelite, f_gypsybanker Added new NPCs to dfndata/npc/femalevendors.dfn: f_gypsymaiden, f_gypsyanimaltrainer, f_gypsyfortuneteller, f_vagabond, f_ironworker Added new NPCs to dfndata/npc/malehuman.dfn: m_executioner, m_chaosdragoon, m_chaosdragoonelite, m_gypsybanker Added new NPCs to dfndata/npc/malevendors.dfn: m_gypsyanimaltrainer, m_vagabond, m_ironworker Added new NPC to dfndata/npc/miscmonsters.dfn: darkwisp Added new NPC to dfndata/npc/undead.dfn: ancientlich Added new Item DFNs for "camps" that when spawned will create a camp with specific decorations ([ilsh_orc_camp], [ilsh_healer_camp], [ilsh_mage_camp], [ilsh_banker_camp]) Added scripts for camps (js/item/camps/ilsh_banker_camp.js, js/item/camps/ilsh_healer_camp.js, js/item/camps/ilsh_mage_camp.js, js/item/camps/ilsh_orc_camp.js) Added new colorlist to dfndata/colors/colors.dfn: [RANDOMCOLOR 33] (Bright Primary Colors) Fixed an issue with gargish cloth chest DFN which prevented LBR version from working properly (dfndata/items/gear/armor/gargish_armor/gargish_cloth.dfn) Added a bunch of new NPCLISTS in various npclist DFN files to support regional spawns in Ilshenar Added missing BACKPACK tag to [golem] NPC DFN (dfndata/npc/clockwork.dfn) Fixed misspelled section header for Fire Elemental NPC - from firele to fireele (dfndata/npc/elementals.dfn) Murderous brigand NPCs are no longer willing to teach players skills (dfndata/npc/femalehuman.dfn, dfndata/npc/malehuman.dfn) Corrected coordinates of Rock Dungeon region (dfndata/regions/regions.dfn) Added regions for Sea Market (Felucca/Trammel), Blackthorn Dungeon (Felucca/Trammel) and Lakeshire (Ilshenar) (dfndata/regions/regions.dfn) Fixed an issue with 'radditem and 'raddspawner GM commands which would not correctly set the Z of the added item/spawner to match target location (js/commands/custom/repeatingcmds.js) Added two new repeating commands (js/commands/custom/repeatingcmds.js): 'rmovable # // Repeats bringing up targeting cursor to set movable property on multiple objects 'rnodecay // Repeats bringing up targeting cursor to set decayable property to false on multiple objects Added new areacommand (js/commands/targeting/areacommand.js): 'areacommand name [string] // Sets name of all objects within targeted area to [string] Updated 'decorate command script to better handle flags passed in via admin welcome script for things like facet addons (js/commands/decorate.js) Updated fire breath script (js/npc/special/fire_breath.js) to get fire breath info per NPC based on their sectionID rather than their base body ID Updated facet ruleset script (js/server/misc/facetRuleset.js) with an override for GMs trying to snoop players even in places where snooping is disallowed Updated facet ruleset script (js/server/misc/facetRuleset.js) to allow damage that's not coming from a player/NPC source even in Trammel/Ilshenar Added teleport locations for entering/leaving Blackthorn Dungeon in Felucca/Trammel (js/teleport.scp) Updated 'remove and 'rremove commands to release any targeted objects from potential multis they are locked in to properly update lockdown count (js/commands/targeting/remove.js, js/commands/custom/repeatingcmds.js) Updated felucca/ilshenar world templates with decorations (js/jsdata/worldtemplates/felucca_*/ilshenar_*) Added world templates with decorations for Trammel (js/jsdata/worldtemplates/trammel_*) Added DFN entry for Power Generators, and spawn entries for these in Ilshenar (dfndata/item/puzzles/puzzles.dfn, dfndata/spawn/ilshenar/spawn_ilshenar_world_general.dfn) Added script for Power Generators, which initializes random puzzles on creation and rewards player with diamonds/arcane gems/shadow iron ore when solved, or lightning when failing to solve (js/item/power_generator.js) Added support for overriding newbie-state of items added to players via dfndata/newbie/newbie.dfn. Supported syntax: PACKITEM=sectionID[, amount[, newbieFlag]] // To use newbieFlag with PACKITEM, amount must also be specified. Flag can be 0/1 EQUIPITEM=sectionID[, itemHue[, newbieFlag] // To use newbieFlag with EQUIPITEM, itemHue must also be specified. Flag can be 0/1 Casting the Earthquake spell will no longer affect the caster, or cause them to become criminal when cast out of town with no impacted targets Fixed a bug where caster would remain frozen after finishing casting targetless spells like Earthquake Fixed a bug where caster would remain frozen if spellcast was cancelled half-ways through by picking up or equipping an item Fixed a bug where caster would remain frozen if spellcast was interrupted by losing concentration from taking melee damage in combat Fixed a bug where a paralyzed player would remain frozen even if taking magic or poison damage, which releases them from paralyzis Fixed a bug where target of Paralyze spell would not visually be shown as frozen in target's client Fixed a bug where a caster frozen while casting a spell could become unfrozen mid-cast because of incoming magic damage Address overflow issue in MultiMul.cpp (punt) Address various cast issues (punt) Corrected jscript project, to not include two files that where for stand alone programs (and resulted in main being added twice in the library (and once was incorrect all ready). (punt) Replaced RoundNumber with std::round (punt) The original physical appearance of characters targeted by 'make admin/gm/cns is now kept track of, and restored upon being targeted by 'make player Fixed an issue where the .HasSpell JS Method was off by 1 when looking for specific spells in player's spellbook, due to 0-based array indexing in code vs 1-based indexing for Spells in DFNs
2023-10-14 05:03:53 +08:00
ourTarg->Dirty( UT_UPDATE );
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
targSock->SysMessage( 306 ); // Your concentration has been broken.
}
}
// Reactive Armor
if( ourTarg->GetReactiveArmour() )
{
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
SI32 retDamage = static_cast<SI32>( ourDamage * ( ourTarg->GetSkill( MAGERY ) / 2000.0 ));
if( ourTarg->Damage( ourDamage - retDamage, PHYSICAL, &mChar ))
0.99.5a Improved overall performance of NPC pathfinding (by nearly 60%!) by eliminating some double-work done when checking for blocking dynamics and statics Optimized how the system for determining which internal map regions should have active NPCs; instead of there always being 9 active map regions surrounding any given player who's online, that number will now vary between 3 to 6 map regions, depending on how far the player is from boundaries between such map regions. This should reduce the amount of NPCs active and trying to pathfind at any given point when players are online. UOX3 now adapts the time between each time it checks Spawn Regions based on how "full" the Spawn Regions are on average - the nearer they are to max capacity, the longer time between each time Spawn Regions are checked Fixed an issue with reloading of spawn regions where UOX3 would forget about previously spawned NPCs/Items and respawn everything all over again. As part of the reload process, UOX3 now iterates over previously spawned objects and deletes these where appropriate Added two new races to races.dfn - Ophidian (RACE 25) and Terathan (RACE 26) - which have been setup as racial enemies Updated the race ID of relevant Ophidian and Terathan NPCs (dfndata/npc/arachnids.dfn and dfndata/npc/reptiles.dfn) Added support for NPCs engaging other NPCs in combat if they are marked as racial enemies via races.dfn Extended the amount of JS events supported by UOX3's JS engine from 96 to 192 Added new JS Event to allow overriding behaviour from Help button in paperdoll: onHelpGump( pChar ) // Overrides default gump menu when pressing Help button in paperdoll Added new JS Event to allow preventing characters from toggling on/off war/combat mode onWarModeToggle( p Char ) // return false to prevent war mode toggle Added new JS Event to allow overriding target selection in combat for default AI behaviours: onAICombatTarget( pAttacker, pTarget ) // return true to select current target, or false to skip and look for another Updated JS onDamage() JS event to allow returning false to override and prevent damage dealt to a character. Event must now return true to allow damage to go through Updated JS Event onSwing to work for characters with no weapon equipped (iSwinging will be null, in this case) Updated JS Object Method .KillTimers() to also work for Characters, not just Items Added JS script that renders characters it's attached to immune to physical damage (js/npc/special/physical_immunity.js) Renamed shadow_elemental.js to magical_immunity.js, as it's generic script that can be attached to any NPC Added more pre-defined books to dfndata/misc/books.dfn (and dfndata/items/misc/books.dfn): A Welcome (a_welcome) // Book by Blackthorn, dropped as loot by Betrayers Added definitions for additional NPCs, with scripted special abilities where applicable: Orc Brute (orcbrute) // Throws Orc Lords, cannot be targeted by provoked creatures Orc Chopper (orcchopper) // Attacks deal AoE damage to nearby targets Betrayer (betrayer) // Colossal Blow (stuns and peacemakes), AoE poison (2m range) Golem Controller (m_golemcontroller/f_golemcontroller) Golem (golem) // Colossal Blow (stuns and peacemakes) Crafted Golem (craftedgolem) // Crafted version of golem Exodus Overseer (exodusoverseer) // Magical Shield (immune to physical damage until shield down) Exodus Minion Lord (exodusminionlord) // Magical Shield (immune to physical damage until shield down) Exodus Minion (exodusminion) // Magical shield (immune to physical damage until shield down), periodic AoE burst Added script that allows Tinkerers to craft golem followers via Clockwork Assembly items (js/item/clockwork_assembly.js) Added script for mask of orcish kin, which when worn prevents all orcs from attacking the wearer (js/item/orcish_kin_mask.js) Added AI script for Exodus clockwork NPCs, which amongst a few other things makes them spawn with a magical shield that prevents physical damage being dealt to them until the shield has been brought down by magic damage (js/npc/ai/monster/exodus_clockwork.js) Added AI script for orc NPCs which prevent them from attacking characters wearing masks of orcish kin (js/npc/ai/monster/orc.js) Added AI script for orc brute NPCs, which makes the NPCs toss orc lords (up to 10 in total) when attacked by magic spells (js/npc/ai/monster/orc_brute.js) Added AI script for orc chopper NPCs, which makes the NPCs hit all nearby valid targets with their melee attacks (js/npc/ai/monster/orc_chopper.js) Added script for NPC special ability Colossal Blow, which both stuns and adds a temporary peacemaking effect to targets (js/npc/special/colossal_blow.js) Updated Provocation skill to disallow directing provoked creatures at targets with the custom tag provImmune present Fixed an issue with initialization of wander areas for NPCs spawned via object spawners, which caused NPCs to not stick to their assigned areas, but wander according to their own free will. Can't have that! Fixed some issues with itemlists pointing to non-existing items (a turnip and 10 of each magical reagent) Fixed an issue where information on newly spawned characters would get sent twice to each nearby player Changed default value of ACCOUNTFLUSH ini setting from 0.0 to 5.0 seconds Misc minor cleanup of console messages during startup and shutdown
2022-01-24 17:58:19 +08:00
{
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
if( ourTarg->IsNpc() && !mChar.IsNpc() )
{
// Divide reactive damage dealt by NPCs to players by NPCDAMAGERATE value in uox.ini
retDamage /= cwmWorldState->ServerData()->CombatNpcDamageRate();
}
0.99.5a Improved overall performance of NPC pathfinding (by nearly 60%!) by eliminating some double-work done when checking for blocking dynamics and statics Optimized how the system for determining which internal map regions should have active NPCs; instead of there always being 9 active map regions surrounding any given player who's online, that number will now vary between 3 to 6 map regions, depending on how far the player is from boundaries between such map regions. This should reduce the amount of NPCs active and trying to pathfind at any given point when players are online. UOX3 now adapts the time between each time it checks Spawn Regions based on how "full" the Spawn Regions are on average - the nearer they are to max capacity, the longer time between each time Spawn Regions are checked Fixed an issue with reloading of spawn regions where UOX3 would forget about previously spawned NPCs/Items and respawn everything all over again. As part of the reload process, UOX3 now iterates over previously spawned objects and deletes these where appropriate Added two new races to races.dfn - Ophidian (RACE 25) and Terathan (RACE 26) - which have been setup as racial enemies Updated the race ID of relevant Ophidian and Terathan NPCs (dfndata/npc/arachnids.dfn and dfndata/npc/reptiles.dfn) Added support for NPCs engaging other NPCs in combat if they are marked as racial enemies via races.dfn Extended the amount of JS events supported by UOX3's JS engine from 96 to 192 Added new JS Event to allow overriding behaviour from Help button in paperdoll: onHelpGump( pChar ) // Overrides default gump menu when pressing Help button in paperdoll Added new JS Event to allow preventing characters from toggling on/off war/combat mode onWarModeToggle( p Char ) // return false to prevent war mode toggle Added new JS Event to allow overriding target selection in combat for default AI behaviours: onAICombatTarget( pAttacker, pTarget ) // return true to select current target, or false to skip and look for another Updated JS onDamage() JS event to allow returning false to override and prevent damage dealt to a character. Event must now return true to allow damage to go through Updated JS Event onSwing to work for characters with no weapon equipped (iSwinging will be null, in this case) Updated JS Object Method .KillTimers() to also work for Characters, not just Items Added JS script that renders characters it's attached to immune to physical damage (js/npc/special/physical_immunity.js) Renamed shadow_elemental.js to magical_immunity.js, as it's generic script that can be attached to any NPC Added more pre-defined books to dfndata/misc/books.dfn (and dfndata/items/misc/books.dfn): A Welcome (a_welcome) // Book by Blackthorn, dropped as loot by Betrayers Added definitions for additional NPCs, with scripted special abilities where applicable: Orc Brute (orcbrute) // Throws Orc Lords, cannot be targeted by provoked creatures Orc Chopper (orcchopper) // Attacks deal AoE damage to nearby targets Betrayer (betrayer) // Colossal Blow (stuns and peacemakes), AoE poison (2m range) Golem Controller (m_golemcontroller/f_golemcontroller) Golem (golem) // Colossal Blow (stuns and peacemakes) Crafted Golem (craftedgolem) // Crafted version of golem Exodus Overseer (exodusoverseer) // Magical Shield (immune to physical damage until shield down) Exodus Minion Lord (exodusminionlord) // Magical Shield (immune to physical damage until shield down) Exodus Minion (exodusminion) // Magical shield (immune to physical damage until shield down), periodic AoE burst Added script that allows Tinkerers to craft golem followers via Clockwork Assembly items (js/item/clockwork_assembly.js) Added script for mask of orcish kin, which when worn prevents all orcs from attacking the wearer (js/item/orcish_kin_mask.js) Added AI script for Exodus clockwork NPCs, which amongst a few other things makes them spawn with a magical shield that prevents physical damage being dealt to them until the shield has been brought down by magic damage (js/npc/ai/monster/exodus_clockwork.js) Added AI script for orc NPCs which prevent them from attacking characters wearing masks of orcish kin (js/npc/ai/monster/orc.js) Added AI script for orc brute NPCs, which makes the NPCs toss orc lords (up to 10 in total) when attacked by magic spells (js/npc/ai/monster/orc_brute.js) Added AI script for orc chopper NPCs, which makes the NPCs hit all nearby valid targets with their melee attacks (js/npc/ai/monster/orc_chopper.js) Added script for NPC special ability Colossal Blow, which both stuns and adds a temporary peacemaking effect to targets (js/npc/special/colossal_blow.js) Updated Provocation skill to disallow directing provoked creatures at targets with the custom tag provImmune present Fixed an issue with initialization of wander areas for NPCs spawned via object spawners, which caused NPCs to not stick to their assigned areas, but wander according to their own free will. Can't have that! Fixed some issues with itemlists pointing to non-existing items (a turnip and 10 of each magical reagent) Fixed an issue where information on newly spawned characters would get sent twice to each nearby player Changed default value of ACCOUNTFLUSH ini setting from 0.0 to 5.0 seconds Misc minor cleanup of console messages during startup and shutdown
2022-01-24 17:58:19 +08:00
mChar.Damage( retDamage, PHYSICAL, &mChar );
Effects->PlayStaticAnimation( ourTarg, 0x374A, 0, 15 );
}
}
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
{
0.99.5a Improved overall performance of NPC pathfinding (by nearly 60%!) by eliminating some double-work done when checking for blocking dynamics and statics Optimized how the system for determining which internal map regions should have active NPCs; instead of there always being 9 active map regions surrounding any given player who's online, that number will now vary between 3 to 6 map regions, depending on how far the player is from boundaries between such map regions. This should reduce the amount of NPCs active and trying to pathfind at any given point when players are online. UOX3 now adapts the time between each time it checks Spawn Regions based on how "full" the Spawn Regions are on average - the nearer they are to max capacity, the longer time between each time Spawn Regions are checked Fixed an issue with reloading of spawn regions where UOX3 would forget about previously spawned NPCs/Items and respawn everything all over again. As part of the reload process, UOX3 now iterates over previously spawned objects and deletes these where appropriate Added two new races to races.dfn - Ophidian (RACE 25) and Terathan (RACE 26) - which have been setup as racial enemies Updated the race ID of relevant Ophidian and Terathan NPCs (dfndata/npc/arachnids.dfn and dfndata/npc/reptiles.dfn) Added support for NPCs engaging other NPCs in combat if they are marked as racial enemies via races.dfn Extended the amount of JS events supported by UOX3's JS engine from 96 to 192 Added new JS Event to allow overriding behaviour from Help button in paperdoll: onHelpGump( pChar ) // Overrides default gump menu when pressing Help button in paperdoll Added new JS Event to allow preventing characters from toggling on/off war/combat mode onWarModeToggle( p Char ) // return false to prevent war mode toggle Added new JS Event to allow overriding target selection in combat for default AI behaviours: onAICombatTarget( pAttacker, pTarget ) // return true to select current target, or false to skip and look for another Updated JS onDamage() JS event to allow returning false to override and prevent damage dealt to a character. Event must now return true to allow damage to go through Updated JS Event onSwing to work for characters with no weapon equipped (iSwinging will be null, in this case) Updated JS Object Method .KillTimers() to also work for Characters, not just Items Added JS script that renders characters it's attached to immune to physical damage (js/npc/special/physical_immunity.js) Renamed shadow_elemental.js to magical_immunity.js, as it's generic script that can be attached to any NPC Added more pre-defined books to dfndata/misc/books.dfn (and dfndata/items/misc/books.dfn): A Welcome (a_welcome) // Book by Blackthorn, dropped as loot by Betrayers Added definitions for additional NPCs, with scripted special abilities where applicable: Orc Brute (orcbrute) // Throws Orc Lords, cannot be targeted by provoked creatures Orc Chopper (orcchopper) // Attacks deal AoE damage to nearby targets Betrayer (betrayer) // Colossal Blow (stuns and peacemakes), AoE poison (2m range) Golem Controller (m_golemcontroller/f_golemcontroller) Golem (golem) // Colossal Blow (stuns and peacemakes) Crafted Golem (craftedgolem) // Crafted version of golem Exodus Overseer (exodusoverseer) // Magical Shield (immune to physical damage until shield down) Exodus Minion Lord (exodusminionlord) // Magical Shield (immune to physical damage until shield down) Exodus Minion (exodusminion) // Magical shield (immune to physical damage until shield down), periodic AoE burst Added script that allows Tinkerers to craft golem followers via Clockwork Assembly items (js/item/clockwork_assembly.js) Added script for mask of orcish kin, which when worn prevents all orcs from attacking the wearer (js/item/orcish_kin_mask.js) Added AI script for Exodus clockwork NPCs, which amongst a few other things makes them spawn with a magical shield that prevents physical damage being dealt to them until the shield has been brought down by magic damage (js/npc/ai/monster/exodus_clockwork.js) Added AI script for orc NPCs which prevent them from attacking characters wearing masks of orcish kin (js/npc/ai/monster/orc.js) Added AI script for orc brute NPCs, which makes the NPCs toss orc lords (up to 10 in total) when attacked by magic spells (js/npc/ai/monster/orc_brute.js) Added AI script for orc chopper NPCs, which makes the NPCs hit all nearby valid targets with their melee attacks (js/npc/ai/monster/orc_chopper.js) Added script for NPC special ability Colossal Blow, which both stuns and adds a temporary peacemaking effect to targets (js/npc/special/colossal_blow.js) Updated Provocation skill to disallow directing provoked creatures at targets with the custom tag provImmune present Fixed an issue with initialization of wander areas for NPCs spawned via object spawners, which caused NPCs to not stick to their assigned areas, but wander according to their own free will. Can't have that! Fixed some issues with itemlists pointing to non-existing items (a turnip and 10 of each magical reagent) Fixed an issue where information on newly spawned characters would get sent twice to each nearby player Changed default value of ACCOUNTFLUSH ini setting from 0.0 to 5.0 seconds Misc minor cleanup of console messages during startup and shutdown
2022-01-24 17:58:19 +08:00
[[maybe_unused]] bool retVal = ourTarg->Damage( ourDamage, PHYSICAL, &mChar, true );
}
}
Small update Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168 Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js) Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds. Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js) Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn) Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn) Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax: ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag: GET=# // Inherit a specified spawn region Added spawn region for animal trainer vendor in Vesper stable Added spawn region for fur trader/tanner vendors in The Best Hides of Britain Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area) Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae Added spawn regions for stables, tailor and blacksmith inside Castle British Added spawn regions for mage shops, mage guilds and farm houses in Moonglow Added spawn regions for misc vendors and townfolk in multiple cities Added spawn regions for Fire Island Updated spawn regions for Dagger Isle/Ice Island Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file Added reagent spawns in overworld spawn regions in Britannia/Lost Lands Added special reagent spawns in swamp areas Added additional overworld spawn regions in Britannia/Lost Lands Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs: Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower Updated size and positions of some existing overworld spawn regions Fixed incorrect spawn region size for small island south of Trinsic Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js) Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js) Added teleport locations within Khaldun dungeon (js/teleport.scp) Added custom AIs to existing NPC spawning in Khaldun dungeon: Ancient Lich (summons other undead, and can turn into one of them for disguise) Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs: [tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal) [shadowfiend] -> Shadowfiends (seek out and reveal hidden players) [zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants) [cursed] -> Cursed (male/female variants) [spectralarmor] -> Spectral Armor Added DFN entries for new (named) NPCs spawning in Khaldun dungeon: [lysander_gathenwale] -> Lysander Gathenwale [grimmoch_drummel] -> Grimmoch Drummel [morg_bergen] -> Morg Bergen [tavara_sewel] -> Tavara Sewel Added new NPC DFN entries: [leatherworker] -> alias for male/female leatherworker vendors [mapmaker] -> alias for male/female mapmaker vendors Added new Race DFN entries: [RACE 29] -> Cursed (enemies of RACE 30) [RACE 30] -> Zealots (enemies of RACE 29) Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn) Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js) Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js) All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs. The 'regspawn GM command now supports a new parameter called "max". Updated command syntax: 'regspawn # // perform a single respawn cycle in a specific spawn region 'regspawn all // perform a single respawn cycle across all spawn regions 'regspawn max // respawn ALL spawn regions to MAX capacity in one go Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs): MAXNPCAGGRORANGE=10 Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range. Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character: HIDEFAMEKARMATITLE (0x10000) NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js) Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!) Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!) Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*) Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands cabbages (js/server/resource/cabbages.js) canteloupes (js/server/resource/canteloupes.js) carrots (js/server/resource/carrots.js) garlic (js/server/resource/garlic.js) gourds (js/server/resource/gourds.js) honeydew melons (js/server/resource/honeydewmelon.js) onions (js/server/resource/onions.js) pumpkins (js/server/resource/pumpkins.js) squashes (js/server/resource/squashes.js) turnips (js/server/resource/turnips.js) watermelons (js/server/resource/watermelon.js) Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn) Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn) Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!) Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js) Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js) Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off. Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap") Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 08:40:02 +08:00
if( cwmWorldState->creatures[mChar.GetId()].IsHuman() || ValidateObject( mWeapon ))
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
{
PlayHitSoundEffect( &mChar, mWeapon );
Misc era-specific INI and combat changes, and other settings-related changes Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
2022-10-20 13:12:47 +08:00
}
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
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for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
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if( toExecute != nullptr )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
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{
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toExecute->OnAttack( &mChar, ourTarg, skillPassed, hitLoc, ourDamage );
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
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}
}
std::vector<UI16> defScriptTriggers = ourTarg->GetScriptTriggers();
for( auto scriptTrig : defScriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
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if( toExecute != nullptr )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
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{
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toExecute->OnDefense( &mChar, ourTarg, skillPassed, hitLoc, ourDamage );
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
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}
}
}
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
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// Refresh aggressor flag timestamp, if it exists
if( mChar.CheckAggressorFlag( ourTarg->GetSerial() ))
{
mChar.UpdateAggressorFlagTimestamp( ourTarg->GetSerial() );
}
}
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - QuickSwitch()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Allows beneficial spells to be cast on self during combat
//o------------------------------------------------------------------------------------------------o
inline void QuickSwitch( CChar *mChar, CChar *ourTarg, SI08 spellNum )
{
if( !ValidateObject( mChar ) || !ValidateObject( ourTarg ) || mChar == ourTarg )
return;
mChar->SetSpellCast( spellNum );
mChar->SetTarg( mChar );
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Magic->CastSpell( nullptr, mChar );
mChar->StopSpell();
mChar->SetTarg( ourTarg );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::CastSpell()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles spellcasting during combat
//o------------------------------------------------------------------------------------------------o
bool CHandleCombat::CastSpell( CChar *mChar, CChar *ourTarg, SI32 spellNum )
{
if( !ValidateObject( mChar ) || !ValidateObject( ourTarg ) || mChar == ourTarg )
return false;
if( mChar->GetMana() <= Magic->spells[spellNum].Mana() )
return false;
switch( spellNum )
{
case 7:
if( !mChar->GetReactiveArmour() )
{
mChar->SetSpellCast( spellNum );
}
else
{
return false;
}
break;
case 11:
if( mChar->GetPoisoned() > 0 )
{
QuickSwitch( mChar, ourTarg, spellNum );
}
else
{
return false;
}
break;
case 29:
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( mChar->GetMaxHP() > mChar->GetHP() )
{
QuickSwitch( mChar, ourTarg, spellNum );
}
else
{
return false;
}
break;
case 36:
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
if( !mChar->IsTempReflected() && !mChar->IsPermReflected() )
{
mChar->SetSpellCast( spellNum );
}
else
{
return false;
}
break;
case 1:
case 3:
case 4:
case 5:
case 12:
case 18:
case 20:
case 27:
case 30:
case 31:
case 33:
case 37:
case 38:
case 41:
case 42:
case 43:
case 46:
case 49:
case 51:
case 53:
case 55:
case 57:
case 58:
mChar->SetSpellCast( spellNum );
break;
}
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::HandleNPCSpellAttack()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Handles the casting of spells by NPCs during combat
//o------------------------------------------------------------------------------------------------o
void CHandleCombat::HandleNPCSpellAttack( CChar *npcAttack, CChar *cDefend, UI16 playerDistance )
{
if( !npcAttack->GetCanAttack() || npcAttack->IsEvading() )
return;
if( npcAttack->GetTimer( tNPC_SPATIMER ) <= cwmWorldState->GetUICurrentTime() )
{
if( playerDistance <= cwmWorldState->ServerData()->CombatMaxSpellRange() )
{
SI16 spattacks = npcAttack->GetSpAttack();
if( spattacks <= 0 )
return;
if( spattacks > 8 )
{
spattacks = 8;
}
npcAttack->StopSpell();
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
UI16 offensiveWeight = 0;
// Establish a simple baseline for letting NPC determine whether to cast offensive or defensive spells
// The higher the NPC's current health percentage, the more likely they will be to cast offensive spells
// The lower their health percentage, the more likely they will be to cast defensive spells
offensiveWeight = static_cast<UI16>( std::round(( npcAttack->GetHP() * 100 ) / npcAttack->GetMaxHP() ));
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
UI16 rndNum = RandomNum( 1, 100 );
// Cut weighting towards offensive spells in half if NPC is poisoned; we want him to cast cures!
if( npcAttack->GetPoisoned() > 0 )
{
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
offensiveWeight /= 2;
}
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
// Refresh aggressor flag timestamp, if it exists
if( npcAttack->CheckAggressorFlag( cDefend->GetSerial() ))
{
npcAttack->UpdateAggressorFlagTimestamp( cDefend->GetSerial() );
}
bool monsterAreaCastAnim = false;
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
if( offensiveWeight > rndNum )
{
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
// Cast offensive spells
switch(( RandomNum( static_cast<SI16>( 0 ), spattacks ) + 1 ))
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
{
case 1: // Spell Circle 1 - Offensive Spells
switch( RandomNum( 1, 4 ))
{
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
case 1: CastSpell( npcAttack, cDefend, 1 ); break; // Clumsy
case 2: CastSpell( npcAttack, cDefend, 3 ); break; // Feeble Mind
case 3: CastSpell( npcAttack, cDefend, 5 ); break; // Magic Arrow
case 4: CastSpell( npcAttack, cDefend, 8 ); break; // weaken
}
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
break;
case 2:
CastSpell( npcAttack, cDefend, 12 ); // Harm
break;
case 3:
CastSpell( npcAttack, cDefend, 18 ); // Fireball
break;
case 4:
CastSpell( npcAttack, cDefend, 30 ); // Lightning
break;
case 5:
switch( RandomNum( 1, 2 ))
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
{
case 1:
if( npcAttack->GetIntelligence() > cDefend->GetIntelligence() )
{
CastSpell( npcAttack, cDefend, 37 ); // Mind Blast
break;
}
else
{
// Avoid dumb caster NPCs from killing themselves, and fallthrough to next spell in list instead
[[fallthrough]];
}
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
case 2: CastSpell( npcAttack, cDefend, 38 ); break; // Paralyze
//case 3: CastSpell( npcAttack, cDefend, 33 ); break; // Blade Spirits
}
break;
case 6:
if( cDefend->IsNpc() )
{
if( cDefend->GetTimer( tNPC_SUMMONTIME ) > 0 && cDefend->IsDispellable() && cDefend->GetNpcAiType() != AI_GUARD )
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
{
if( npcAttack->GetSkill( MAGERY ) > RandomNum( 1, 1000 ))
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
{
CastSpell( npcAttack, cDefend, 41 );
break;
}
}
}
switch( RandomNum( 1, 2 ))
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
{
case 1: CastSpell( npcAttack, cDefend, 42 ); break; // Energy Bolt
case 2: CastSpell( npcAttack, cDefend, 43 ); break; // Explosion
}
break;
case 7:
switch( RandomNum( 1, 3 ))
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
{
case 1: CastSpell( npcAttack, cDefend, 49 ); monsterAreaCastAnim = true; break; // Chain Lightning
case 2: CastSpell( npcAttack, cDefend, 51 ); monsterAreaCastAnim = true; break; // Flamestrike
case 3: CastSpell( npcAttack, cDefend, 55 ); monsterAreaCastAnim = true; break; // Meteor Swarm
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
}
break;
case 8:
CastSpell( npcAttack, cDefend, 57 ); // Earthquake
monsterAreaCastAnim = true;
// case 2: break; //CastSpell( npcAttack, cDefend, 58 ); // Energy Vortex
break;
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
// This is where dragon attacks go eventually when the NPC DFNs are fixed...*/
/*
case 9:
case 10:
case 11:
*/
break;
default:
break;
}
}
else
{
// If situation not too bad yet, let's go for some buffs/debuffs
if( offensiveWeight > rndNum / 1.5 )
{
// Cast buffs/debuffs
switch(( RandomNum( static_cast<SI16>( 0 ), spattacks ) + 1 ))
{
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
case 1:
[[fallthrough]];
case 2:
switch( RandomNum( 1, 4 ))
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
{
case 1: CastSpell( npcAttack, cDefend, 1 ); break; // Clumsy
case 2: CastSpell( npcAttack, cDefend, 3 ); break; // Feeble Mind
case 3: CastSpell( npcAttack, cDefend, 7 ); break; // Reactive Armor (personal...switch target temporarily to self and then back after casting)
case 4: CastSpell( npcAttack, cDefend, 8 ); break; // weaken
}
break;
case 3:
if( cDefend->GetPoisoned() == 0 )
{
CastSpell( npcAttack, cDefend, 20 ); // Poison
break;
}
if( spattacks + 1 == 3 )
break;
[[fallthrough]]; // Fallthrough if target is poisoned already and if NPC can cast spells from next circle
case 4:
switch( RandomNum( 1, 2 ))
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
{
case 1: CastSpell( npcAttack, cDefend, 27 ); break; // Curse
case 2: CastSpell( npcAttack, cDefend, 31 ); break; // Mana Drain
}
break;
case 5:
CastSpell( npcAttack, cDefend, 36 ); // Magic Reflection (personal...no target switching required)
break;
case 6:
CastSpell( npcAttack, cDefend, 46 ); // Mass Curse
monsterAreaCastAnim = true;
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
break;
case 7:
if( spattacks + 1 == 7 )
break; // Don't fallthrough if NPC cannot cast spells from next circle!
[[fallthrough]];
case 8:
CastSpell( npcAttack, cDefend, 53 ); // Mana Vampire
break;
default:
break;
}
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
}
else
{
// Critical health levels! Let's focus on heals and cures
switch(( RandomNum( static_cast<SI16>( 0 ), spattacks ) + 1 ))
{
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
case 1:
if(( spattacks + 1 >= 2 ) && !CastSpell( npcAttack, cDefend, 11 )) // Cast cure if we're poisoned, else move on to Heal
{
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
CastSpell( npcAttack, cDefend, 4 ); // Heal (personal...switch target temporarily to self and then back after casting)
}
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
break;
case 2:
[[fallthrough]];
case 3:
if( !CastSpell( npcAttack, cDefend, 11 )) // Cast cure if we're poisoned, else move on to Heal
{
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
CastSpell( npcAttack, cDefend, 4 ); // Heal (personal...switch target temporarily to self and then back after casting)
}
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
break;
case 4:
case 5:
case 6:
case 7:
case 8:
CastSpell( npcAttack, cDefend, 29 ); // Greater Healing (personal...switch target temporarily to self and then back after casting)
break;
default:
break;
}
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
}
}
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
if( npcAttack->GetSpellCast() != -1 )
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
{
if( npcAttack->GetBodyType() == BT_HUMAN || npcAttack->GetBodyType() == BT_ELF || npcAttack->GetBodyType() == BT_GARGOYLE )
{
// "Human" casting
CSpellInfo curSpellCasting = Magic->spells[npcAttack->GetSpellCast()];
Effects->PlaySpellCastingAnimation( npcAttack, curSpellCasting.Action(), false, false ); // do the action
npcAttack->SetTimer( tNPC_MOVETIME, BuildTimeValue( 0.75 ));
}
else
{
// Monster casting
Effects->PlaySpellCastingAnimation( npcAttack, 0, true, monsterAreaCastAnim );
npcAttack->SetTimer( tNPC_MOVETIME, BuildTimeValue( 0.75 ));
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
}
2021-06-12 07:30:23 -04:00
Magic->CastSpell( nullptr, npcAttack );
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
}
//Adjust spellDelay based on UOX.INI setting:
SI08 spellDelay = floor(( npcAttack->GetSpDelay() / cwmWorldState->ServerData()->NPCSpellCastSpeed() ) + 0.5 );
npcAttack->SetTimer( tNPC_SPATIMER, BuildTimeValue( spellDelay ));
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::GetCombatTimeout()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Calculate delay between attacks in combat
//o------------------------------------------------------------------------------------------------o
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
R64 CHandleCombat::GetCombatTimeout( CChar *mChar )
{
SI16 statOffset = 0;
if( cwmWorldState->ServerData()->CombatAttackSpeedFromStamina() )
{
statOffset = mChar->GetStamina();
}
else
{
statOffset = mChar->GetDexterity();
}
R32 getDelay = 0;
if( mChar->IsNpc() ) // Allow NPCs more speed based off of available stamina than players
{
getDelay = static_cast<R32>( static_cast<R32>( std::min( statOffset, static_cast<SI16>( 300 ))) + 100 );
}
else
{
getDelay = static_cast<R32>( static_cast<R32>( std::min( statOffset, static_cast<SI16>( 100 ))) + 100 );
}
SI32 getOffset = 0;
2024-06-16 02:14:38 -05:00
SI32 baseValue = ( cwmWorldState->ServerData()->ExpansionCoreShardEra() <= ER_LBR ) ? 15000 :
(( cwmWorldState->ServerData()->ExpansionCoreShardEra() < ER_ML ) ? 80000 : 40000 );
CChar *ourTarg = mChar->GetTarg();
CItem *mWeapon = GetWeapon( mChar );
if( ValidateObject( mWeapon ))
{
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( mWeapon->GetSpeed() == 0 )
{
mWeapon->SetSpeed( 35 );
}
getOffset = mWeapon->GetSpeed();
}
else
{
if( mChar->GetSkill( WRESTLING ) < 800 )
{
getOffset = (( static_cast<SI32>( mChar->GetSkill( WRESTLING ) / 200 )) * 5 ) + 30;
}
else
{
getOffset = 50;
}
}
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
2024-06-16 02:33:09 -05:00
SI32 speedBonus = mChar->GetSwingSpeedIncrease();
2024-06-16 01:37:31 -05:00
// Swing Speed Increase Cap per AOS
if ( speedBonus > cwmWorldState->ServerData()->SwingSpeedIncreaseCap() )
{
speedBonus = cwmWorldState->ServerData()->SwingSpeedIncreaseCap();
}
//Allow faster strikes on fleeing targets
if( ValidateObject( ourTarg ))
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
if( ourTarg->GetNpcWander() == WT_FLEE || ourTarg->GetNpcWander() == WT_SCARED )
{
2024-06-16 02:14:38 -05:00
baseValue = ( cwmWorldState->ServerData()->ExpansionCoreShardEra() <= ER_LBR ) ? 10000 :
(( cwmWorldState->ServerData()->ExpansionCoreShardEra() < ER_ML ) ? 53333 : 26680 );
}
}
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
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
R64 globalAttackSpeed = cwmWorldState->ServerData()->GlobalAttackSpeed(); //Defaults to 1.0
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
R64 speedFactor = 1 + speedBonus / 10.0;
// Prevent zero or negative multipliers
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
if( speedFactor < 0.1 )
speedFactor = 0.1;
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if( cwmWorldState->ServerData()->ExpansionCoreShardEra() <= ER_LBR )
{
// Weapon swing delay in LBR and earlier
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getDelay = baseValue / ( getDelay * getOffset * speedFactor ) / globalAttackSpeed;
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}
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else if( cwmWorldState->ServerData()->ExpansionCoreShardEra() < ER_ML )
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{
// Weapon swing delay in SE or earlier
getDelay = ( baseValue / ( getDelay * getOffset * speedFactor ) / 4 - 0.5 ) / globalAttackSpeed;
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}
else
{
// Weapon swing delay in ML or later
getDelay = ( baseValue / ( getDelay * getOffset * speedFactor ) * 0.5 ) / globalAttackSpeed;
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}
return getDelay;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::InvalidateAttacker()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 3rd July, 2001
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Resets the attacker attack so that it cancels attack setup.
//o------------------------------------------------------------------------------------------------o
void CHandleCombat::InvalidateAttacker( CChar *mChar )
{
CChar *ourTarg = mChar->GetTarg();
// Check if OnCombatEnd event exists.
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
std::vector<UI16> scriptTriggers = mChar->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
cScript *toExecute = JSMapping->GetScript( scriptTrig );
2021-06-12 07:30:23 -04:00
if( toExecute != nullptr )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
//Check if ourTarg validates as another character. If not, don't use
if( !ValidateObject( ourTarg ))
{
2021-06-12 07:30:23 -04:00
ourTarg = nullptr;
}
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
// -1 == event doesn't exist, or returned -1
// 0 == script returned false, 0, or nothing - don't execute hard code
// 1 == script returned true or 1
if( toExecute->OnCombatEnd( mChar, ourTarg ) == 0 ) // if it exists and we don't want hard code, return
{
return;
}
}
}
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
// Do the same for the opposite party in combat
if( ValidateObject( ourTarg ))
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
{
scriptTriggers.clear();
scriptTriggers = ourTarg->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
{
//Check if ourTarg validates as another character. If not, don't use
if( !ValidateObject( ourTarg ))
{
ourTarg = nullptr;
}
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
// -1 == event doesn't exist, or returned -1
// 0 == script returned false, 0, or nothing - don't execute hard code
// 1 == script returned true or 1
if( toExecute->OnCombatEnd( ourTarg, mChar ) == 0 ) // if it exists and we don't want hard code, return
{
return;
}
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
}
}
}
if( mChar->IsNpc() && mChar->GetNpcAiType() == AI_GUARD )
{
mChar->SetTimer( tNPC_SUMMONTIME, BuildTimeValue( 20.0 ));
mChar->SetNpcWander( WT_FREE );
if( mChar->GetMounted() )
{
mChar->SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar->GetMountedWalkingSpeed() ));
}
else
{
mChar->SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar->GetWalkingSpeed() ));
}
mChar->TextMessage( nullptr, 281, TALK, false ); // Thou have suffered thy punishment, scoundrel.
}
if( ValidateObject( ourTarg ) && ourTarg->GetTarg() == mChar )
{
2021-06-12 07:30:23 -04:00
ourTarg->SetTarg( nullptr );
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
if( ourTarg->GetAttacker() == mChar )
{
ourTarg->SetAttacker( nullptr );
}
// Only remove aggressor flags if aggressor timer has expired
[[maybe_unused]] bool retVal1 = ourTarg->CheckAggressorFlag( mChar->GetSerial() );
[[maybe_unused]] bool retVal2 = mChar->CheckAggressorFlag( ourTarg->GetSerial() );
if( ourTarg->IsAtWar() && ourTarg->IsNpc() )
{
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
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ourTarg->ToggleCombat(); // What if character is fighting OTHER characters than mChar as well?
}
}
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mChar->SetTarg( nullptr );
CChar *attAttacker = mChar->GetAttacker();
if( ValidateObject( attAttacker ))
{
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
if( attAttacker->GetAttacker() == mChar )
{
attAttacker->SetAttacker( nullptr );
}
// Check and remove aggressor flags if aggressor timer has expired
[[maybe_unused]] bool retVal1 = attAttacker->CheckAggressorFlag( mChar->GetSerial() );
[[maybe_unused]] bool retVal2 = mChar->CheckAggressorFlag( attAttacker->GetSerial() );
}
2021-06-12 07:30:23 -04:00
mChar->SetAttacker( nullptr );
if( mChar->IsAtWar() && mChar->IsNpc() )
{
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
mChar->ToggleCombat(); // What if mChar is in combat with other characters?
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::Kill()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handle death during combat
//o------------------------------------------------------------------------------------------------o
void CHandleCombat::Kill( CChar *mChar, CChar *ourTarg )
{
if( ValidateObject( mChar ))
{
if( mChar->GetNpcAiType() == AI_GUARD && ourTarg->IsNpc() )
{
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
Effects->PlayCharacterAnimation( ourTarg, ( RandomNum( 0, 1 ) ? ACT_DIE_BACKWARD : ACT_DIE_FORWARD ), 0, 6 ); // 0x15 or 0x16, either is 6 frames long
Effects->PlayDeathSound( ourTarg );
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
ourTarg->Delete(); // NPC was killed by a Guard, don't leave a corpse behind
if( mChar->IsAtWar() )
{
mChar->ToggleCombat();
}
return;
}
if( mChar->GetNpcAiType() == AI_ANIMAL && !mChar->IsTamed() )
{
mChar->SetHunger( 6 );
if( ourTarg->IsNpc() )
{
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
// Note: What if ourTarg is a non-human NPC which doesn't have death animation 0x15?
Effects->PlayCharacterAnimation( ourTarg, 0x15 );
Effects->PlayDeathSound( ourTarg );
ourTarg->Delete(); // eating animals, don't give body
if( mChar->IsAtWar() )
{
mChar->ToggleCombat();
}
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;
}
}
InvalidateAttacker( mChar );
}
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
HandleDeath( ourTarg, mChar );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::CombatLoop()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Handles the main combat loop for characters
//o------------------------------------------------------------------------------------------------o
void CHandleCombat::CombatLoop( CSocket *mSock, CChar& mChar )
{
CChar *ourTarg = mChar.GetTarg();
2021-06-12 07:30:23 -04:00
if( ourTarg == nullptr )
return;
if( mChar.IsNpc() && mChar.GetTimer( tNPC_EVADETIME ) > cwmWorldState->GetUICurrentTime() )
{
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
#if defined( UOX_DEBUG_MODE ) && defined( DEBUG_COMBAT )
Console.Warning( "DEBUG: Exited CombatLoop for NPC due to EvadeTimer.\n" );
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
#endif
return;
}
bool combatHandled = false;
if( mChar.GetTimer( tCHAR_TIMEOUT ) <= cwmWorldState->GetUICurrentTime() )
{
bool validTarg = false;
if( !mChar.IsDead() && ValidateObject( ourTarg ) && !ourTarg->IsFree() && ( ourTarg->IsNpc() || IsOnline(( *ourTarg ))))
{
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
if( !ourTarg->IsInvulnerable() && !ourTarg->IsDead() && ourTarg->GetNpcAiType() != AI_PLAYERVENDOR && ourTarg->GetVisible() == VT_VISIBLE && !ourTarg->IsEvading() )
{
if( CharInRange( &mChar, ourTarg ))
{
CItem *equippedWeapon = GetWeapon( &mChar );
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
if( ValidateObject( equippedWeapon ) && equippedWeapon->GetMaxRange() > 1 )
Misc Pathfinding fixes and other things - v0.99.4b Fixed an issue with NPC trainers where they would list incorrectly the available skills players could train Fixed an issue where house key could not be used to open locked doors if key was not contained in root of player's backpack (UOX3/js/item/doors.js) When NPCs in wanderTypes WT_BOX, WT_CIRCLE or WT_FREE are blocked too many times from moving by other characters, they will now pause for 60 seconds before attempting to move again Exposed .oldWanderType NPC property to JS engine, and updated 'set command to also update this property when manually changing NPC wanderType Reduced max attempts at calculating path for NPCs in wanderTypes WT_BOX, WT_CIRCLE or WT_FREE to 25 steps, unless they are evading and attempting to move back into their original wander box/circle NPCs who enter "evasion" state because they are unable to find a valid path to an attacker will now have their health reset to maximum, to prevent an exploit to take down any NPCs without risk of taking any damage in return JS Methods WalkTo() and RunTo() now actually make use of the provided maxSteps parameter when advanced pathfinding is enabled; previously it would default to 500 steps. Added new JS event that triggers when an NPC enters evasion state in combat due to being unable to reach their target onEnterEvadeState( mNPC, enemyChar ) // enemyChar would be the character they are unable to reach Added a new command - 'cure - that can cure a targeted character of any poisons (UOX3/js/commands/targeting/stats.js) NPCs of same race will no longer attack one another if hit by each other's AoE spells Fixed an issue with NPC pathfinding in combat that prevented ranged NPCs from closing in on their targets when losing LoS Spellcasting NPCs that cannot pathfind all the way to their target in combat will now attempt to pathfind to an area near the target instead Fixed an issue that prevented tiller-men from being correctly associated with their boats after a server restart Fixed an issue with combat where ranged characters could shoot bows further than the allowed max range for archery specified in uox.ini
2020-11-15 02:59:45 +08:00
{
if( GetDist( &mChar, ourTarg ) > equippedWeapon->GetMaxRange() )
Misc Pathfinding fixes and other things - v0.99.4b Fixed an issue with NPC trainers where they would list incorrectly the available skills players could train Fixed an issue where house key could not be used to open locked doors if key was not contained in root of player's backpack (UOX3/js/item/doors.js) When NPCs in wanderTypes WT_BOX, WT_CIRCLE or WT_FREE are blocked too many times from moving by other characters, they will now pause for 60 seconds before attempting to move again Exposed .oldWanderType NPC property to JS engine, and updated 'set command to also update this property when manually changing NPC wanderType Reduced max attempts at calculating path for NPCs in wanderTypes WT_BOX, WT_CIRCLE or WT_FREE to 25 steps, unless they are evading and attempting to move back into their original wander box/circle NPCs who enter "evasion" state because they are unable to find a valid path to an attacker will now have their health reset to maximum, to prevent an exploit to take down any NPCs without risk of taking any damage in return JS Methods WalkTo() and RunTo() now actually make use of the provided maxSteps parameter when advanced pathfinding is enabled; previously it would default to 500 steps. Added new JS event that triggers when an NPC enters evasion state in combat due to being unable to reach their target onEnterEvadeState( mNPC, enemyChar ) // enemyChar would be the character they are unable to reach Added a new command - 'cure - that can cure a targeted character of any poisons (UOX3/js/commands/targeting/stats.js) NPCs of same race will no longer attack one another if hit by each other's AoE spells Fixed an issue with NPC pathfinding in combat that prevented ranged NPCs from closing in on their targets when losing LoS Spellcasting NPCs that cannot pathfind all the way to their target in combat will now attempt to pathfind to an area near the target instead Fixed an issue that prevented tiller-men from being correctly associated with their boats after a server restart Fixed an issue with combat where ranged characters could shoot bows further than the allowed max range for archery specified in uox.ini
2020-11-15 02:59:45 +08:00
{
return;
}
}
validTarg = true;
if( mChar.IsNpc() && mChar.GetSpAttack() > 0 && mChar.GetMana() > 0 && !RandomNum( 0, 2 ))
{
HandleNPCSpellAttack( &mChar, ourTarg, GetDist( &mChar, ourTarg ));
}
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
else if(( mChar.IsNpc() && mChar.IsAtWar() ) || ( !mChar.IsNpc() && !mChar.IsPassive() )) // Don't trigger for players who are marked as passive combatants
{
combatHandled = HandleCombat( mSock, mChar, ourTarg );
}
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
if( mChar.IsAtWar() && mChar.GetNpcWander() != WT_SCARED && ( !ValidateObject( ourTarg->GetTarg() ) || !ObjInRange( ourTarg, ourTarg->GetTarg(), DIST_INRANGE ))) //if the defender is swung at, and they don't have a target already, set this as their target
{
StartAttack( ourTarg, &mChar );
}
}
else if( mChar.IsNpc() && mChar.GetNpcAiType() == AI_GUARD && mChar.GetRegion()->IsGuarded() && cwmWorldState->ServerData()->GuardsStatus() )
{
validTarg = true;
mChar.SetLocation( ourTarg );
Effects->PlaySound( &mChar, 0x01FE );
Effects->PlayStaticAnimation( &mChar, 0x372A, 0x09, 0x06 );
mChar.TextMessage( nullptr, 1616, TALK, true ); // Halt, scoundrel!
}
else
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
if( !ObjInRange( &mChar, ourTarg, DIST_COMBATRESETRANGE ))
{
InvalidateAttacker( &mChar );
}
else
{
validTarg = true;
}
}
}
2003-03-04 14:55:47 +00:00
}
if( !validTarg )
{
2021-06-12 07:30:23 -04:00
mChar.SetTarg( nullptr );
mChar.SetAttacker( nullptr );
if( mChar.IsAtWar() && mChar.IsNpc() )
{
mChar.ToggleCombat();
}
}
else if( combatHandled )
{
mChar.SetTimer( tCHAR_TIMEOUT, BuildTimeValue( GetCombatTimeout( &mChar )));
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::SpawnGuard()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handle spawning a guard in guarded areas
//| NEED TO REWORK FOR REGIONAL GUARD STUFF
//o------------------------------------------------------------------------------------------------o
auto CHandleCombat::SpawnGuard( CChar *mChar, CChar *targChar, SI16 x, SI16 y, SI08 z ) -> void
{
if( !ValidateObject( mChar ) || !ValidateObject( targChar ))
return;
if( targChar->IsDead() || targChar->IsInvulnerable() )
return;
auto targRegion = mChar->GetRegion();
if( !targRegion->IsGuarded() || !cwmWorldState->ServerData()->GuardsStatus() )
return;
auto reUseGuard = false;
CChar *getGuard = nullptr;
auto toCheck = MapRegion->GetMapRegion( mChar );
if( toCheck )
{
auto regChars = toCheck->GetCharList();
for( const auto &getGuard : regChars->collection() )
{
if( ValidateObject( getGuard ))
{
if( getGuard->IsNpc() && ( getGuard->GetNpcAiType() == AI_GUARD ))
{
if( !ValidateObject( getGuard->GetTarg() ) || getGuard->GetTarg() == targChar )
{
if( CharInRange( getGuard, targChar ))
{
reUseGuard = true;
2022-06-08 11:20:30 -04:00
}
}
else if( getGuard->GetTarg() == targChar )
{
2022-06-08 11:20:30 -04:00
return;
}
}
}
}
}
// 1/13/2003 - Fix for JSE NocSpawner
if( !reUseGuard )
{
getGuard = targRegion->GetRandomGuard();
if( ValidateObject( getGuard ))
{
getGuard->SetLocation( x, y, z, mChar->WorldNumber(), mChar->GetInstanceId() );
Npcs->PostSpawnUpdate( getGuard );
}
else
{
return;
}
}
//
if( ValidateObject( getGuard ))
{
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
getGuard->AddAggressorFlag( targChar->GetSerial() );
getGuard->SetAttacker( targChar );
getGuard->SetTarg( targChar );
getGuard->SetNpcWander( WT_FREE );
if( !getGuard->IsAtWar() )
{
getGuard->ToggleCombat();
}
if( reUseGuard )
{
getGuard->SetLocation( targChar );
}
else
{
if( getGuard->GetMounted() )
{
getGuard->SetTimer( tNPC_MOVETIME, BuildTimeValue( getGuard->GetMountedWalkingSpeed() ));
}
else
{
getGuard->SetTimer( tNPC_MOVETIME, BuildTimeValue( getGuard->GetWalkingSpeed() ));
}
getGuard->SetTimer( tNPC_SUMMONTIME, BuildTimeValue( 25.0 ));
Effects->PlaySound( getGuard, 0x01FE );
Effects->PlayStaticAnimation( getGuard, 0x372A, 0x09, 0x06 );
getGuard->TextMessage( nullptr, 313, TALK, true ); // Thou shalt regret thine actions, swine!
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHandleCombat::PetGuardAttack()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get the pet guarding an item / character and have him attack
//| the person using / attacking the item / character
//o------------------------------------------------------------------------------------------------o
void CHandleCombat::PetGuardAttack( CChar *mChar, CChar *owner, CBaseObject *guarded, CChar *petGuard )
{
if( !ValidateObject( mChar ) || !ValidateObject( guarded ))
return;
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
if( mChar->IsCounselor() || mChar->IsGM() )
return;
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
if( !ValidateObject( petGuard ))
{
// No pet guard was passed into function, so let's look for one ourself
Pets and followers mini-revamp Added new protected property for CChar class to track a player's currently controlled pets/followers/summons, and renamed the on tracking all pets owned: GenericList<CChar *> activeFollowers GenericList<CChar *> petsControlled -> petsOwned Added new JS Character Methods to view/manipulate follower list: GetFollowerList() AddFollower( npcObject ) RemoveFollower( npcObject ) Added new JS Character Property to fetch current count of followers character has: .followerCount Added new GM commands for spitting out information on all pets/followers a player has, in the following format: Name: %s | ID: %i | Serial: %i | x: %i | y: %i | z: %i | world: %i | instanceID: %i 'listpets 'listfollowers Replaced most instances of GetPetList in code and scripts with GetFollowerList, as that's what we actually care about for the most part Updated code and relevant scripts to make use of AddFollower and RemoveFollower functions where appropriate Modified code for restoring pet loyalty upon feeding pet; by default it now restores 10/100 loyalty per time pet is fed, while if CoreShardEra setting in UOX.INI is set to AoS expansion or higher, loyalty is instantly restored to max when pet is fed (regardless of amount) Updated AreaCharacterFunction and AreaItemFunction JS Functions to still work if third parameter (socket) is provided as null Modified code and relevant scripts that teleport pets/followers along with player to only do so for pets/followers using the "follow" wandermode with player as follow target Updated some instances of code and script that checked for both controlSlot AND maxFollowers requirements - now only checks maxFollowers if controlSlots is set to 0 in ini Added function _restorecontext_() {} to a couple more scripts: js/commands/targeting/tele.js Updated error message shown when attempts are made to add deleted objects to refreshQueue, to include name, ID and serial of the object in question
2023-06-02 01:44:40 +08:00
petGuard = Npcs->GetGuardingFollower( owner, guarded );
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
}
if( ValidateObject( petGuard ) && ObjInRange( mChar, petGuard, cwmWorldState->ServerData()->CombatMaxRange() ))
{
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
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if( mChar->GetSerial() == petGuard->GetOwner() )
return;
if( !Npcs->CheckPetFriend( mChar, petGuard ))
{
AttackTarget( petGuard, mChar );
}
else
{
CSocket *oSock = owner->GetSocket();
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if( oSock != nullptr )
{
oSock->SysMessage( 1629 ); // Your pet refuses to attack his friend!
}
}
}
}