2002-04-07 21:27:53 +00:00
# include "uox3.h"
2023-08-25 07:10:48 -04:00
# include "CGump.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 "townregion.h"
# include "cServerDefinitions.h"
# include "wholist.h"
# include "skills.h"
# include "cMagic.h"
# include "cVersionClass.h"
2002-04-07 21:27:53 +00:00
# include "ssection.h"
2012-11-03 18:11:04 +00:00
# include "CJSMapping.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 "cScript.h"
# include "cEffects.h"
2012-11-03 18:11:04 +00:00
# include "CPacketSend.h"
# include "regions.h"
# include "classes.h"
# include "commands.h"
# include "Dictionary.h"
# include "PageVector.h"
# include "ObjectFactory.h"
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
# include "StringUtility.hpp"
# include <algorithm>
2022-03-04 19:04:58 -05:00
# include "osunique.hpp"
2012-11-03 18:11:04 +00:00
2022-06-09 11:41:07 -04:00
using namespace std : : string_literals ;
2012-11-03 18:11:04 +00:00
void CollectGarbage ( void ) ;
2021-04-26 00:42:07 +08:00
std : : string GetUptime ( void ) ;
2012-11-03 18:11:04 +00:00
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - TextEntryGump()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
//| Purpose - Open entry gump with specified dictionary message and max value length
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
2012-11-03 18:11:04 +00:00
void TextEntryGump ( CSocket * s , SERIAL ser , UI08 type , UI08 index , SI16 maxlength , SI32 dictEntry )
{
2021-06-12 07:30:23 -04:00
if ( s = = nullptr )
2012-11-03 18:11:04 +00:00
return ;
2022-10-24 18:39:33 +08:00
2012-11-03 18:11:04 +00:00
std : : string txt = Dictionary - > GetEntry ( dictEntry , s - > Language ( ) ) ;
if ( txt . empty ( ) )
{
2022-10-24 18:39:33 +08:00
Console . Error ( " Invalid text in TextEntryGump() " ) ;
2012-11-03 18:11:04 +00:00
return ;
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
2022-03-04 07:35:46 -05:00
auto temp = oldstrutil : : format ( " (%i chars max) " , maxlength ) ;
2012-11-03 18:11:04 +00:00
CPGumpTextEntry toSend ( txt , temp ) ;
toSend . Serial ( ser ) ;
2022-10-24 18:39:33 +08:00
toSend . ParentId ( type ) ;
toSend . ButtonId ( index ) ;
2012-11-03 18:11:04 +00:00
toSend . Cancel ( 1 ) ;
toSend . Style ( 1 ) ;
toSend . Format ( maxlength ) ;
s - > Send ( & toSend ) ;
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - BuildGumpFromScripts()
//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 - Pull gump info from misc.dfn
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
2012-11-03 18:11:04 +00:00
void BuildGumpFromScripts ( CSocket * s , UI16 m )
{
CPSendGumpMenu toSend ;
2022-10-24 18:39:33 +08:00
toSend . UserId ( INVALIDSERIAL ) ;
2012-11-03 18:11:04 +00:00
2022-10-24 18:39:33 +08:00
std : : string sect = std : : string ( " GUMPMENU " ) + oldstrutil : : number ( m ) ;
CScriptSection * gump = FileLookup - > FindEntry ( sect , misc_def ) ;
2021-06-12 07:30:23 -04:00
if ( gump = = nullptr )
2012-11-03 18:11:04 +00:00
return ;
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
2012-11-03 18:11:04 +00:00
UI08 targType = 0x12 ;
2021-04-26 00:42:07 +08:00
std : : string tag = gump - > First ( ) ;
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if ( oldstrutil : : upper ( oldstrutil : : extractSection ( tag , " " , 0 , 0 ) ) = = " TYPE " )
2012-11-03 18:11:04 +00:00
{
2022-10-24 23:42:16 +08:00
targType = oldstrutil : : value < UI08 > ( oldstrutil : : extractSection ( tag , " " , 1 , 1 ) ) ;
2012-11-03 18:11:04 +00:00
tag = gump - > Next ( ) ;
}
2022-10-24 18:39:33 +08:00
for ( ; ! gump - > AtEnd ( ) ; tag = gump - > Next ( ) )
2012-11-03 18:11:04 +00:00
{
2022-03-04 07:35:46 -05:00
auto temp = oldstrutil : : format ( " %s %s " , tag . c_str ( ) , gump - > GrabData ( ) . c_str ( ) ) ;
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
toSend . addCommand ( temp ) ;
2012-11-03 18:11:04 +00:00
}
2022-10-24 18:39:33 +08:00
sect = std : : string ( " GUMPTEXT " ) + oldstrutil : : number ( m ) ;
2012-11-03 18:11:04 +00:00
gump = FileLookup - > FindEntry ( sect , misc_def ) ;
2021-06-12 07:30:23 -04:00
if ( gump = = nullptr )
2012-11-03 18:11:04 +00:00
return ;
2022-10-24 18:39:33 +08:00
2012-11-03 18:11:04 +00:00
for ( tag = gump - > First ( ) ; ! gump - > AtEnd ( ) ; tag = gump - > Next ( ) )
{
2022-10-24 18:39:33 +08:00
toSend . addText ( oldstrutil : : format ( " %s %s " , tag . c_str ( ) , gump - > GrabData ( ) . c_str ( ) ) ) ;
2012-11-03 18:11:04 +00:00
}
2022-10-24 18:39:33 +08:00
toSend . GumpId ( targType ) ;
2012-11-03 18:11:04 +00:00
toSend . Finalize ( ) ;
s - > Send ( & toSend ) ;
}
2002-04-07 21:27:53 +00:00
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - HandleAccountButton()
//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 accounts gump button
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
Code cleanup
Embraced the usage of R32, R64, SI16, UI16, SI32, UI32, SI64 and UI64 typedef aliases as replacement for built-in types throughout the sourcecode:
typedef float R32;
typedef double R64;
typedef signed char SI08;
typedef unsigned char UI08;
typedef signed short int SI16;
typedef unsigned short int UI16;
typedef signed int SI32;
typedef unsigned int UI32;
typedef signed long long SI64;
typedef unsigned long long UI64;
As part of this process, UI32 was redefined from unsigned long int to unsigned int, and SI32 from signed long int to signed int to ensure the size of variables using these remain the same (32bit) across both Windows, Linux and MacOS for both 32bit and 64bit platforms
Replaced instances of toLong() with toInt(), and toULong() to toUInt()
Replaced instances of "long" and "int" with SI32 where possible
Replaced instances of "unsigned long" and "unsigned int" with UI32 where possible
Replaced instances of "float" with R32 where possible
2020-08-12 23:46:33 +08:00
void HandleAccountButton ( CSocket * s , UI32 button , CChar * j )
2002-04-07 21:27:53 +00:00
{
2022-10-24 18:39:33 +08:00
if ( ! ValidateObject ( j ) )
2002-04-07 21:27:53 +00:00
return ;
2022-10-24 18:39:33 +08:00
2002-04-07 21:27:53 +00:00
CChar * mChar = s - > CurrcharObj ( ) ;
2022-10-24 18:39:33 +08:00
CAccountBlock_st & actbTemp = Accounts - > GetAccountById ( j - > GetAccount ( ) . wAccountIndex ) ;
2012-11-03 18:11:04 +00:00
if ( actbTemp . wAccountIndex = = AB_INVALID_ID )
2002-04-07 21:27:53 +00:00
return ;
2022-10-24 18:39:33 +08:00
2012-11-03 18:11:04 +00:00
CSocket * targSocket = j - > GetSocket ( ) ;
2002-04-07 21:27:53 +00:00
switch ( button )
{
2012-11-03 18:11:04 +00:00
case 2 :
if ( mChar - > IsGM ( ) & & ! j - > IsNpc ( ) )
{
2022-10-24 18:39:33 +08:00
s - > SysMessage ( 487 ) ; // You have banned that players account!
2021-06-12 07:30:23 -04:00
if ( targSocket ! = nullptr )
2022-10-24 18:39:33 +08:00
{
targSocket - > SysMessage ( 488 ) ; // You have been banned!
}
2012-11-03 18:11:04 +00:00
actbTemp . wFlags . set ( AB_FLAGS_BANNED , true ) ;
2021-06-12 07:30:23 -04:00
if ( targSocket ! = nullptr )
2022-10-24 18:39:33 +08:00
{
2012-11-03 18:11:04 +00:00
Network - > Disconnect ( targSocket ) ;
2022-10-24 18:39:33 +08:00
}
2012-11-03 18:11:04 +00:00
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
else
2022-10-24 18:39:33 +08:00
{
s - > SysMessage ( 489 ) ; // That player cannot be banned!
}
2012-11-03 18:11:04 +00:00
break ;
case 3 :
if ( mChar - > IsGM ( ) & & ! j - > IsNpc ( ) )
{
2022-10-24 18:39:33 +08:00
s - > SysMessage ( 490 ) ; // You have given that player's account a time ban!
2021-06-12 07:30:23 -04:00
if ( targSocket ! = nullptr )
2022-10-24 18:39:33 +08:00
{
targSocket - > SysMessage ( 491 ) ; // You have been banned for 24 hours!
}
2012-11-03 18:11:04 +00:00
actbTemp . wFlags . set ( AB_FLAGS_BANNED , true ) ;
2021-04-17 17:28:12 +08:00
actbTemp . wTimeBan = GetMinutesSinceEpoch ( ) + static_cast < UI32 > ( 1440 ) ;
2012-11-03 18:11:04 +00:00
2021-06-12 07:30:23 -04:00
if ( targSocket ! = nullptr )
2022-10-24 18:39:33 +08:00
{
2012-11-03 18:11:04 +00:00
Network - > Disconnect ( targSocket ) ;
2022-10-24 18:39:33 +08:00
}
2012-11-03 18:11:04 +00:00
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
else
2022-10-24 18:39:33 +08:00
{
s - > SysMessage ( 492 ) ; // That player cannot be banned!
}
2012-11-03 18:11:04 +00:00
break ;
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
case 4 :
case 5 :
case 6 :
2012-11-03 18:11:04 +00:00
case 7 :
2022-10-24 18:39:33 +08:00
// (489 + 4) Wipe functionality doesn't exist.
// (489 + 5) Locking functionality doesn't exist.
// (489 + 6) Warning functionality doesn't exist.
// (489 + 7) Enter the new ID number for the item in hex. (???)
s - > SysMessage ( 489 + button ) ;
2012-11-03 18:11:04 +00:00
break ;
2002-04-07 21:27:53 +00:00
}
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - HandleTownstoneButton()
//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 button pressed in townstone gump
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
2012-11-03 18:11:04 +00:00
void HandleTownstoneButton ( CSocket * s , SERIAL button , SERIAL ser , SERIAL type )
2002-04-07 21:27:53 +00:00
{
CChar * mChar = s - > CurrcharObj ( ) ;
2012-11-03 18:11:04 +00:00
CTownRegion * targetRegion ;
CTownRegion * ourRegion = cwmWorldState - > townRegions [ mChar - > GetTown ( ) ] ;
2002-04-07 21:27:53 +00:00
switch ( button )
{
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
// buttons 2-20 are for generic town members
// buttons 21-40 are for mayoral functions
// buttons 41-60 are for potential candidates
// buttons 61-80 are for enemy towns
2012-11-03 18:11:04 +00:00
case 2 : // leave town
bool result ;
// safe to assume we want to remove ourselves from our only town!
2022-10-24 18:39:33 +08:00
result = ourRegion - > RemoveTownMember ( ( * mChar ) ) ;
2012-11-03 18:11:04 +00:00
if ( ! result )
2022-10-24 18:39:33 +08:00
{
s - > SysMessage ( 540 ) ; // There was an error removing you from your town, contact a GM promptly!
}
2012-11-03 18:11:04 +00:00
break ;
case 3 : // view taxes
2022-10-24 18:39:33 +08:00
targetRegion = CalcRegionFromXY ( mChar - > GetX ( ) , mChar - > GetY ( ) , mChar - > WorldNumber ( ) , mChar - > GetInstanceId ( ) ) ;
2021-06-12 07:30:23 -04:00
if ( targetRegion ! = nullptr )
2022-10-24 18:39:33 +08:00
{
2012-11-03 18:11:04 +00:00
targetRegion - > ViewTaxes ( s ) ;
2022-10-24 18:39:33 +08:00
}
2012-11-03 18:11:04 +00:00
else
2022-10-24 18:39:33 +08:00
{
s - > SysMessage ( 541 ) ; //Can't view taxes for a town you are not in.
}
2012-11-03 18:11:04 +00:00
break ;
case 4 : // toggle town title
mChar - > SetTownTitle ( ! mChar - > GetTownTitle ( ) ) ;
2021-06-12 07:30:23 -04:00
ourRegion - > DisplayTownMenu ( nullptr , s ) ;
2012-11-03 18:11:04 +00:00
break ;
2022-10-24 18:39:33 +08:00
case 5 : s - > SendTargetCursor ( 0 , TARGET_VOTEFORMAYOR , 0 , 542 ) ; break ; // vote for town mayor
case 6 : TextEntryGump ( s , ser , static_cast < UI08 > ( type ) , static_cast < UI08 > ( button ) , 6 , 543 ) ; break ; // gold donation
2012-11-03 18:11:04 +00:00
case 7 : ourRegion - > ViewBudget ( s ) ; break ; // View Budget
2022-10-24 18:39:33 +08:00
case 8 : ourRegion - > SendAlliedTowns ( s ) ; break ; // View allied towns
2012-11-03 18:11:04 +00:00
case 9 : ourRegion - > SendEnemyTowns ( s ) ; break ;
case 20 : // access mayoral functions, never hit here if we don't have mayoral access anyway!
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
// also, we'll only get access, if we're in our OWN region
2021-06-12 07:30:23 -04:00
ourRegion - > DisplayTownMenu ( nullptr , s , 0x01 ) ; // mayor
2012-11-03 18:11:04 +00:00
break ;
2022-10-24 18:39:33 +08:00
case 21 : s - > SysMessage ( 544 ) ; break ; // Can't set the taxes yet!
2012-11-03 18:11:04 +00:00
case 22 : ourRegion - > DisplayTownMembers ( s ) ; break ; // list town members
case 23 : ourRegion - > ForceEarlyElection ( ) ; break ; // force early election
2022-10-24 18:39:33 +08:00
case 24 : s - > SysMessage ( 545 ) ; break ; // You cannot purchase more guards at this time.
case 25 : s - > SysMessage ( 546 ) ; break ; // You can't fire a guard at the moment.
case 26 : s - > SendTargetCursor ( 0 , TARGET_TOWNALLY , 0 , 547 ) ; break ; // make a town an ally
2021-06-12 07:30:23 -04:00
case 40 : ourRegion - > DisplayTownMenu ( nullptr , s ) ; break ; // we can't return from mayor menu if we weren't mayor!
2012-11-03 18:11:04 +00:00
case 41 : // join town!
2022-10-24 18:39:33 +08:00
if ( ! ( CalcRegionFromXY ( mChar - > GetX ( ) , mChar - > GetY ( ) , mChar - > WorldNumber ( ) , mChar - > GetInstanceId ( ) ) - > AddAsTownMember ( ( * mChar ) ) ) )
{
s - > SysMessage ( 548 ) ; // You were unable to be added, contact a GM for further information.
}
2012-11-03 18:11:04 +00:00
break ;
case 61 : // seize townstone!
2025-02-10 23:43:54 -06:00
if ( ! Skills - > CheckSkill ( mChar , STEALING , 950 , mChar - > GetSkillCap ( STEALING ) ) ) // minimum 95.0 stealing
2002-04-07 21:27:53 +00:00
{
2022-10-24 18:39:33 +08:00
targetRegion = CalcRegionFromXY ( mChar - > GetX ( ) , mChar - > GetY ( ) , mChar - > WorldNumber ( ) , mChar - > GetInstanceId ( ) ) ;
2021-06-12 07:30:23 -04:00
if ( targetRegion ! = nullptr )
2002-04-07 21:27:53 +00:00
{
Code cleanup
Embraced the usage of R32, R64, SI16, UI16, SI32, UI32, SI64 and UI64 typedef aliases as replacement for built-in types throughout the sourcecode:
typedef float R32;
typedef double R64;
typedef signed char SI08;
typedef unsigned char UI08;
typedef signed short int SI16;
typedef unsigned short int UI16;
typedef signed int SI32;
typedef unsigned int UI32;
typedef signed long long SI64;
typedef unsigned long long UI64;
As part of this process, UI32 was redefined from unsigned long int to unsigned int, and SI32 from signed long int to signed int to ensure the size of variables using these remain the same (32bit) across both Windows, Linux and MacOS for both 32bit and 64bit platforms
Replaced instances of toLong() with toInt(), and toULong() to toUInt()
Replaced instances of "long" and "int" with SI32 where possible
Replaced instances of "unsigned long" and "unsigned int" with UI32 where possible
Replaced instances of "float" with R32 where possible
2020-08-12 23:46:33 +08:00
SI32 chanceToSteal = RandomNum ( 0 , targetRegion - > GetHealth ( ) / 2 ) ;
2022-10-24 18:39:33 +08:00
SI32 fudgedStealing = RandomNum ( mChar - > GetSkill ( STEALING ) , static_cast < UI16 > ( mChar - > GetSkill ( STEALING ) * 2 ) ) ;
2012-11-03 18:11:04 +00:00
if ( fudgedStealing > = chanceToSteal )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
// redo stealing code here
2022-10-24 18:39:33 +08:00
s - > SysMessage ( 549 , targetRegion - > GetName ( ) . c_str ( ) ) ; // Congrats go to you, for you have successfully dealt %s a nasty blow this day!
2012-11-03 18:11:04 +00:00
targetRegion - > DoDamage ( targetRegion - > GetHealth ( ) / 2 ) ; // we reduce the region's health by half
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
for ( auto & toCheck : MapRegion - > PopulateList ( mChar ) )
{
if ( toCheck )
{
CItem * iTownStone = nullptr ;
2022-06-08 18:24:33 -04:00
auto regItems = toCheck - > GetItemList ( ) ;
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
for ( const auto & itemCheck : regItems - > collection ( ) )
{
if ( ValidateObject ( itemCheck ) )
{
if ( itemCheck - > GetType ( ) = = IT_TOWNSTONE & & itemCheck - > GetId ( ) ! = 0x14F0 )
{
2022-06-08 18:24:33 -04:00
// found our townstone
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
iTownStone = itemCheck ;
break ;
2022-06-06 07:57:48 -04:00
}
2002-04-07 21:27:53 +00:00
}
}
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
if ( ValidateObject ( iTownStone ) )
{
auto charPack = mChar - > GetPackItem ( ) ;
if ( ValidateObject ( charPack ) )
{
iTownStone - > SetCont ( charPack ) ;
iTownStone - > SetTempVar ( CITV_MOREX , targetRegion - > GetRegionNum ( ) ) ;
2022-10-24 18:39:33 +08:00
s - > SysMessage ( 550 ) ; // Quick, make it back to your town with the stone to deal the death blow to this region!
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
targetRegion - > TellMembers ( 551 , mChar - > GetName ( ) . c_str ( ) ) ; // Quickly, %s has stolen your treasured townstone!
return ; // dump out
}
}
2002-04-07 21:27:53 +00:00
}
}
}
2012-11-03 18:11:04 +00:00
else
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
{
2022-10-24 18:39:33 +08:00
s - > SysMessage ( 552 ) ; // Try as you might, you have not the ability to seize the day.
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
}
2002-04-07 21:27:53 +00:00
}
else
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
{
2022-10-24 18:39:33 +08:00
s - > SysMessage ( 553 ) ; // This is not a valid region!
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
}
2002-04-07 21:27:53 +00:00
}
else
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
{
2022-10-24 18:39:33 +08:00
s - > SysMessage ( 554 ) ; // You have insufficient ability to seize the townstone.
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
}
2012-11-03 18:11:04 +00:00
break ;
case 62 : // attack townstone
2022-10-24 18:39:33 +08:00
targetRegion = CalcRegionFromXY ( mChar - > GetX ( ) , mChar - > GetY ( ) , mChar - > WorldNumber ( ) , mChar - > GetInstanceId ( ) ) ;
2012-11-03 18:11:04 +00:00
for ( UI08 counter = 0 ; counter < RandomNum ( 5 , 10 ) ; + + counter )
{
2022-10-24 18:39:33 +08:00
Effects - > PlayMovingAnimation ( mChar , mChar - > GetX ( ) + RandomNum ( - 6 , 6 ) , mChar - > GetY ( ) + RandomNum ( - 6 , 6 ) , mChar - > GetZ ( ) , 0x36E4 , 17 , 0 , ( RandomNum ( 0 , 1 ) = = 1 ) ) ;
2012-11-03 18:11:04 +00:00
Effects - > PlayStaticAnimation ( mChar - > GetX ( ) + RandomNum ( - 6 , 6 ) , mChar - > GetY ( ) + RandomNum ( - 6 , 6 ) , mChar - > GetZ ( ) , 0x373A + RandomNum ( 0 , 4 ) * 0x10 , 0x09 , 0 , 0 ) ;
}
2022-10-24 18:39:33 +08:00
targetRegion - > DoDamage ( RandomNum ( 0 , targetRegion - > GetHealth ( ) / 8 ) ) ; // we reduce the region's health by half
2012-11-03 18:11:04 +00:00
break ;
2002-04-07 21:27:53 +00:00
}
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - HandleAccountModButton()
//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 button pressed in account gump
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
2003-03-05 00:53:45 +00:00
void HandleAccountModButton ( CPIGumpMenuSelect * packet )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
CSocket * s = packet - > GetSocket ( ) ;
2003-03-05 00:53:45 +00:00
std : : string username = " " ;
std : : string password = " " ;
std : : string emailAddy = " " ;
2012-11-03 18:11:04 +00:00
for ( UI32 i = 0 ; i < packet - > TextCount ( ) ; + + i )
2003-03-05 00:53:45 +00:00
{
2022-10-24 18:39:33 +08:00
UI16 textId = packet - > GetTextId ( i ) ;
switch ( textId )
2003-03-05 00:53:45 +00:00
{
2021-04-28 19:19:05 +08:00
case 1000 : username = packet - > GetTextString ( i ) ; break ;
case 1001 : password = packet - > GetTextString ( i ) ; break ;
case 1002 : emailAddy = packet - > GetTextString ( i ) ; break ;
2012-11-03 18:11:04 +00:00
default :
2022-10-24 18:39:33 +08:00
Console . Warning ( oldstrutil : : format ( " Unknown textId %i with string %s " , textId , packet - > GetTextString ( i ) . c_str ( ) ) ) ;
2003-03-05 00:53:45 +00:00
}
}
2022-10-24 18:39:33 +08:00
CAccountBlock_st & actbAccountFind = Accounts - > GetAccountByName ( username ) ;
2012-11-03 18:11:04 +00:00
if ( actbAccountFind . wAccountIndex ! = AB_INVALID_ID )
2002-04-07 21:27:53 +00:00
{
2022-10-24 18:39:33 +08:00
s - > SysMessage ( 555 ) ; // An account by that name already exists!
2002-04-07 21:27:53 +00:00
return ;
}
2022-10-24 18:39:33 +08:00
Console . Print ( oldstrutil : : format ( " Attempting to add username %s with password %s at emailaddy %s " , username . c_str ( ) , password . c_str ( ) , emailAddy . c_str ( ) ) ) ;
2002-04-07 21:27:53 +00:00
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - BuildAddMenuGump()
//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 - Menu for item creation based on ITEMMENU entries in the ItemMenu DFNs
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
//|
//| Modification - 04042004 - Added support for the new Auto-AddMenu
2022-10-24 18:39:33 +08:00
//| items if they exist. Remember the multimap is groupId based
2012-11-03 18:11:04 +00:00
//| so it should order it accordingly we only have to look for
//| the entries.
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
2012-11-03 18:11:04 +00:00
void BuildAddMenuGump ( CSocket * s , UI16 m )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
UI32 pagenum = 1 , position = 40 , linenum = 1 , buttonnum = 7 ;
UI08 i = 0 ;
CChar * mChar = s - > CurrcharObj ( ) ;
if ( ! mChar - > IsGM ( ) & & m > 990 & & m < 999 ) // 990 - 999 reserved for online help system
{
2022-10-24 18:39:33 +08:00
s - > SysMessage ( 337 ) ; // Unrecognized command.
2012-11-03 18:11:04 +00:00
return ;
}
# if defined( UOX_DEBUG_MODE )
Console < < " Menu: " < < m < < myendl ;
# endif
CPSendGumpMenu toSend ;
2022-10-24 18:39:33 +08:00
toSend . UserId ( INVALIDSERIAL ) ;
toSend . GumpId ( 9 ) ;
2012-11-03 18:11:04 +00:00
////////////////////////////////////////////////
s - > TempInt ( m ) ; // Store what menu they are in
2022-10-24 18:39:33 +08:00
std : : string sect = std : : string ( " ITEMMENU " ) + oldstrutil : : number ( m ) ;
CScriptSection * ItemMenu = FileLookup - > FindEntry ( sect , items_def ) ;
2021-06-12 07:30:23 -04:00
if ( ItemMenu = = nullptr )
2002-04-07 21:27:53 +00:00
return ;
2012-11-03 18:11:04 +00:00
// page header
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
toSend . addCommand ( " nodispose " ) ;
toSend . addCommand ( " page 0 " ) ;
2002-04-07 21:27:53 +00:00
2012-11-03 18:11:04 +00:00
// Need more control over this aspect of uox3 from outside some how.. first step to get the variables more flexible. later we will emporer them to a template, or a script or something
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
UI16 xStart = 0 , xWidth = 680 ;
UI16 yStart = 0 , yWidth = 420 ;
2002-04-07 21:27:53 +00:00
2022-10-24 18:39:33 +08:00
UI32 bgImage = cwmWorldState - > ServerData ( ) - > BackgroundPic ( ) ;
2002-04-07 21:27:53 +00:00
2012-11-03 18:11:04 +00:00
// Set and resize the gumps background image.
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " resizepic %u %u %u %u %u " , xStart , yStart , bgImage , xWidth , yWidth ) ) ;
toSend . addCommand ( oldstrutil : : format ( " checkertrans %u %u %u %u " , xStart + 5 , yStart + 5 , xWidth - 10 , yWidth - 11 ) ) ;
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
2012-11-03 18:11:04 +00:00
// Grab the first tag/value pair from the gump itemmenu respectivly
2021-04-26 00:42:07 +08:00
std : : string tag = ItemMenu - > First ( ) ;
std : : string data = ItemMenu - > GrabData ( ) ;
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
toSend . addCommand ( oldstrutil : : format ( " resizepic %u %u %u %u %u " , 2 , 4 , 0xDAC , 675 , 40 ) ) ;
2012-11-03 18:11:04 +00:00
// Create the text stuff for what appears to be the title of the gump. This appears to change from page to page.
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
0.99.4x
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
// Next we create and position the close window button as well set its Down, and Up states.
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , xWidth - 32 , yStart + 10 , 0xA51 , 0xA50 , 1 , 0 , 1 ) ) ;
0.99.4x
Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color
Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange
Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items.
Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now
Exposed Item property to JS engine, which contains serial of the creator of an item:
.creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip
Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions.
Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc.
onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client
Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients
Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again
Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version
Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion.
Examples:
exceedingly accurate war hammer of vanquishing
substantial, accurate axe of power and Daemon's Breath
silver long sword
massive platemail arms of Protection
metal shield of defense
durable ringmail tunic of guarding
All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them!
Related scripts:
js/item/magic_armor_equipeffects.js
js/item/magic_weapon_accbonus.js
js/item/magic_weapon_equip.js
js/item/magic_weapon_spell_attack.js
The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated.
A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents!
Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided
Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash
Added additional object properties to 'get and 'set commands:
.shouldSave // Determines if an item should be saved in worldfiles or not
.baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective
.maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target
The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked!
STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn
Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc)
Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax:
.Damage( amount )
.Damage( amount, damageType )
.Damage( amount, damageType, attacker )
.Damage( amount, damageType, attacker, doRepsys )
Supported damageTypes:
PHYSICAL = 1
LIGHT = 2
RAIN = 3
COLD = 4
HEAT = 5
LIGHTNING = 6 // magic damage
POISON = 7
SNOW = 8
Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax:
onDamage( damaged, attacker, damageValue, damageType )
Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script
Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected.
Added new Character JS property to get/set state of a character's permanent magic reflect ability:
.permanentMagicReflect // 0 = disable, 1 = enable
Added special abilities/effects for the following NPCs:
Acid Elementals now have a chance to damage the melee weapons of their attackers
Dull Copper Elementals now explode on death
Shadow Iron Elemental is immune to targeted spell damage
Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker
Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds
Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker
Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds
Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds
Phoenixes deal passive area damage to nearby players every 5 to 10 seconds
Pixies have a chance to cast a random spell upon receiving a death blow:
Bless (target)
Curse (target)
Explosion (target)
Greater Poison (target)
Greater Heal (self, prevents death)
Ethereal Warriors will now resurrect dead players with positive karma
Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit
Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health:
Hell Cat, 5 to 8 dmg at max health
Fire Steed, 6 to 9 dmg at max health
Hell Hounds, 8 to 11 dmg at max health
Lava Lizard, 8 to 11 dmg at max health
Predator Hell Cat, 9 to 14 dmg at max health
Sea Serpent, 11 to 17 dmg at max health
Swamp Dragon, 15 to 22 dmg at max health
Armored Swamp Dragon, 15 to 22 dmg at max health
Fire Gargoyle, 20 to 30 dmg at max health
Deep Sea Serpent, 21 to 32 dmg at max health
Serpentine Dragon, 22 to 32 dmg at max health
Drake (Gray), 22 to 32 dmg at max health
Drake (Red), 22 to 32 dmg at max health
Nightmare, 26 to 39 dmg at max health
Dark Steed, 26 to 39 dmg at max health
Silver Steed, 26 to 39 dmg at max health
Kraken, 39 to 59 dmg at max health
Dragon (Red), 41 to 62 dmg at max health
Dragon (Gray), 41 to 62 dmg at max health
Shadow Wyrm, 50 to 75 dmg at max health
Reptalon, 51 to 77 dmg at max health
Skeletal Dragon, 52 to 77 dmg at max health
Ancient Wyrm, 60 to 90 dmg at max health
Update stats, skills and loot for all currently implemented NPCs
Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3
Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer)
Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early
Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked:
ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10%
Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting:
ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s
Fixed a bug where players who never entered combat mode could fire ranged weapons while moving
Updated Add-menu with some improvements for usability:
Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs
Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options:
Option to add chosen item at specific location instead of in GM's backpack
Option to add chosen item repeatedly until cancelled
Option to automatically reopen Add-menu on last menu that was open when a selection is made
Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default)
Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default)
Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on
Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax:
.SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini
.SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text
.SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color
.SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments
Fixed a bug where hair/beard items could show up inside corpses
Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up
Fixed a bug where players would be unable to pick up a freely movable item from a locked down container
Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages
Added support for new Dictionary language:
dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0)
Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js)
Added modification of some creatures stats after they've been tamed (js/skill/taming.js)
Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe)
Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem
Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players):
.GetTempTag( "tagName" )
.SetTempTag( "tagName", tagValue )
When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match
Fixed a server crash caused by empty speech messages sent from certain clients
Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly
Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal)
The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply:
If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell)
If caster's combined skill is higher than 70.2, poison strength equals Greater Poison
If caster's combined skill is higher than 30.2, poison strength equals Normal Poison
If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison
If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level
Fixed an issue that would would let players move faster than they should have been allowed to
Fixed misc issues with Party System:
Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range
Players who get disconnected or relog should now find themselves back in the same party they were in previously
Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging)
World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
2012-11-03 18:11:04 +00:00
linenum = 0 ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 30 , yStart + 13 , 39 , linenum + + ) ) ;
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
toSend . addText ( " Players: " ) ;
2012-11-03 18:11:04 +00:00
// Player count
2022-03-04 07:35:46 -05:00
auto szBuffer = oldstrutil : : format ( " %4i " , cwmWorldState - > GetPlayersOnline ( ) ) ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 80 , yStart + 13 , 25 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
// Gm Pages
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 118 , yStart + 13 , 39 , linenum + + ) ) ;
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
toSend . addText ( " GM Pages: " ) ;
2012-11-03 18:11:04 +00:00
szBuffer = " 0 " ;
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
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 200 , yStart + 13 , 25 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
2012-11-03 18:11:04 +00:00
// Current Time/Date
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 230 , yStart + 13 , 39 , linenum + + ) ) ;
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
toSend . addText ( " Time: " ) ;
2012-11-03 18:11:04 +00:00
// Current server time
2022-10-24 18:39:33 +08:00
auto timet = std : : chrono : : system_clock : : to_time_t ( std : : chrono : : system_clock : : now ( ) ) ;
2022-03-04 19:04:58 -05:00
struct tm ttoday ;
2022-10-24 18:39:33 +08:00
auto today = lcltime ( timet , ttoday ) ;
2012-11-03 18:11:04 +00:00
char tmpBuffer [ 200 ] ;
bool isAM = true ;
2022-10-24 18:39:33 +08:00
strftime ( tmpBuffer , 128 , " %b %d, %Y " , today ) ;
if ( today - > tm_hour > 12 )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
isAM = false ;
2022-10-24 18:39:33 +08:00
today - > tm_hour - = 12 ;
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
}
2022-10-24 18:39:33 +08:00
else if ( today - > tm_hour = = 0 )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
isAM = true ;
2022-10-24 18:39:33 +08:00
today - > tm_hour = 12 ;
2002-04-07 21:27:53 +00:00
}
2012-11-03 18:11:04 +00:00
// Draw the current date to the gump
2022-03-05 09:12:21 -05:00
char tbuffer [ 100 ] ;
2022-10-24 18:39:33 +08:00
szBuffer = oldstrutil : : format ( " %s %.8s%s " , tmpBuffer , asciitime ( tbuffer , 100 , * today ) + 11 , ( ( isAM ) ? " Am " : " Pm " ) ) ;
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 280 , yStart + 13 , 25 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
2012-11-03 18:11:04 +00:00
// add the next gump portion. New server level services, in the form of a gump Configuration, and Accounts tabs to start. These are default tabs
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
toSend . addCommand ( oldstrutil : : format ( " resizepic %u %u %u %u %u " , xStart + 10 , yStart + 62 , 5054 , 190 , 340 ) ) ;
2012-11-03 18:11:04 +00:00
UI32 tabNumber = 1 ;
2021-09-24 08:11:57 +08:00
// Do the shard tab
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 17 , yStart + 47 , 0x138E , 0x138F , 0 , 1 , 0 ) ) ;
2021-09-24 08:11:57 +08:00
szBuffer = " Objects " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 42 , yStart + 46 , 47 , linenum + + ) ) ;
2021-09-24 08:11:57 +08:00
toSend . addText ( szBuffer ) ;
// Do the server tab
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 105 , yStart + 47 , 0x138E , 0x138F , 0 , 30 , 1 ) ) ;
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 132 , yStart + 46 , 47 , linenum + + ) ) ;
2021-09-24 08:11:57 +08:00
toSend . addText ( " Settings " ) ;
2002-04-07 21:27:53 +00:00
2012-11-03 18:11:04 +00:00
// Need a seperator
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " gumppictiled %u %u %u %u %u " , xStart + 22 , yWidth - 50 , 165 , 5 , 0x2393 ) ) ;
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
2012-11-03 18:11:04 +00:00
// Ok, now the job of pulling the rest of the first itemmenu information and making tabs for them
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 65 , yWidth - 40 , 0x4B9 , 0x4BA , 1 , 0 , 50002 ) ) ;
toSend . addCommand ( oldstrutil : : format ( " croppedtext %u %u %u %u %u %u " , 85 , yWidth - 42 , 150 , 20 , 94 , linenum + + ) ) ;
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
toSend . addText ( " Home " ) ;
2012-11-03 18:11:04 +00:00
// Ok here we have some conditions that we need to filter. First being the menu called.
UI32 xOffset ;
UI32 yOffset ;
# define SXOFFSET 210
# define SYOFFSET 44
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
# define YOFFSET 110
# define XOFFSET 110
2012-11-03 18:11:04 +00:00
if ( m = = 1 )
2002-04-07 21:27:53 +00:00
{
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
// Now we make the first page that will escentially display our list of Main GM Groups.
2012-11-03 18:11:04 +00:00
pagenum = 2 ;
0.99.4x
Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color
Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange
Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items.
Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now
Exposed Item property to JS engine, which contains serial of the creator of an item:
.creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip
Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions.
Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc.
onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client
Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients
Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again
Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version
Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion.
Examples:
exceedingly accurate war hammer of vanquishing
substantial, accurate axe of power and Daemon's Breath
silver long sword
massive platemail arms of Protection
metal shield of defense
durable ringmail tunic of guarding
All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them!
Related scripts:
js/item/magic_armor_equipeffects.js
js/item/magic_weapon_accbonus.js
js/item/magic_weapon_equip.js
js/item/magic_weapon_spell_attack.js
The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated.
A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents!
Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided
Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash
Added additional object properties to 'get and 'set commands:
.shouldSave // Determines if an item should be saved in worldfiles or not
.baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective
.maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target
The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked!
STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn
Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc)
Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax:
.Damage( amount )
.Damage( amount, damageType )
.Damage( amount, damageType, attacker )
.Damage( amount, damageType, attacker, doRepsys )
Supported damageTypes:
PHYSICAL = 1
LIGHT = 2
RAIN = 3
COLD = 4
HEAT = 5
LIGHTNING = 6 // magic damage
POISON = 7
SNOW = 8
Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax:
onDamage( damaged, attacker, damageValue, damageType )
Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script
Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected.
Added new Character JS property to get/set state of a character's permanent magic reflect ability:
.permanentMagicReflect // 0 = disable, 1 = enable
Added special abilities/effects for the following NPCs:
Acid Elementals now have a chance to damage the melee weapons of their attackers
Dull Copper Elementals now explode on death
Shadow Iron Elemental is immune to targeted spell damage
Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker
Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds
Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker
Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds
Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds
Phoenixes deal passive area damage to nearby players every 5 to 10 seconds
Pixies have a chance to cast a random spell upon receiving a death blow:
Bless (target)
Curse (target)
Explosion (target)
Greater Poison (target)
Greater Heal (self, prevents death)
Ethereal Warriors will now resurrect dead players with positive karma
Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit
Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health:
Hell Cat, 5 to 8 dmg at max health
Fire Steed, 6 to 9 dmg at max health
Hell Hounds, 8 to 11 dmg at max health
Lava Lizard, 8 to 11 dmg at max health
Predator Hell Cat, 9 to 14 dmg at max health
Sea Serpent, 11 to 17 dmg at max health
Swamp Dragon, 15 to 22 dmg at max health
Armored Swamp Dragon, 15 to 22 dmg at max health
Fire Gargoyle, 20 to 30 dmg at max health
Deep Sea Serpent, 21 to 32 dmg at max health
Serpentine Dragon, 22 to 32 dmg at max health
Drake (Gray), 22 to 32 dmg at max health
Drake (Red), 22 to 32 dmg at max health
Nightmare, 26 to 39 dmg at max health
Dark Steed, 26 to 39 dmg at max health
Silver Steed, 26 to 39 dmg at max health
Kraken, 39 to 59 dmg at max health
Dragon (Red), 41 to 62 dmg at max health
Dragon (Gray), 41 to 62 dmg at max health
Shadow Wyrm, 50 to 75 dmg at max health
Reptalon, 51 to 77 dmg at max health
Skeletal Dragon, 52 to 77 dmg at max health
Ancient Wyrm, 60 to 90 dmg at max health
Update stats, skills and loot for all currently implemented NPCs
Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3
Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer)
Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early
Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked:
ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10%
Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting:
ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s
Fixed a bug where players who never entered combat mode could fire ranged weapons while moving
Updated Add-menu with some improvements for usability:
Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs
Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options:
Option to add chosen item at specific location instead of in GM's backpack
Option to add chosen item repeatedly until cancelled
Option to automatically reopen Add-menu on last menu that was open when a selection is made
Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default)
Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default)
Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on
Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax:
.SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini
.SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text
.SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color
.SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments
Fixed a bug where hair/beard items could show up inside corpses
Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up
Fixed a bug where players would be unable to pick up a freely movable item from a locked down container
Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages
Added support for new Dictionary language:
dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0)
Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js)
Added modification of some creatures stats after they've been tamed (js/skill/taming.js)
Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe)
Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem
Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players):
.GetTempTag( "tagName" )
.SetTempTag( "tagName", tagValue )
When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match
Fixed a server crash caused by empty speech messages sent from certain clients
Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly
Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal)
The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply:
If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell)
If caster's combined skill is higher than 70.2, poison strength equals Greater Poison
If caster's combined skill is higher than 30.2, poison strength equals Normal Poison
If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison
If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level
Fixed an issue that would would let players move faster than they should have been allowed to
Fixed misc issues with Party System:
Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range
Players who get disconnected or relog should now find themselves back in the same party they were in previously
Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging)
World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
toSend . addCommand ( " page 1 " ) ;
2012-11-03 18:11:04 +00:00
// Do the shard tab
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " gumppic %u %u %u " , 17 , yStart + 47 , 0x138F ) ) ;
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
szBuffer = " Objects " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 42 , yStart + 46 , 70 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " htmlgump %i %i %i %i %u %i %i " , 245 , 70 , 220 , 30 , linenum + + , 0 , 0 ) ) ;
0.99.4x
Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color
Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange
Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items.
Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now
Exposed Item property to JS engine, which contains serial of the creator of an item:
.creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip
Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions.
Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc.
onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client
Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients
Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again
Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version
Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion.
Examples:
exceedingly accurate war hammer of vanquishing
substantial, accurate axe of power and Daemon's Breath
silver long sword
massive platemail arms of Protection
metal shield of defense
durable ringmail tunic of guarding
All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them!
Related scripts:
js/item/magic_armor_equipeffects.js
js/item/magic_weapon_accbonus.js
js/item/magic_weapon_equip.js
js/item/magic_weapon_spell_attack.js
The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated.
A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents!
Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided
Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash
Added additional object properties to 'get and 'set commands:
.shouldSave // Determines if an item should be saved in worldfiles or not
.baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective
.maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target
The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked!
STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn
Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc)
Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax:
.Damage( amount )
.Damage( amount, damageType )
.Damage( amount, damageType, attacker )
.Damage( amount, damageType, attacker, doRepsys )
Supported damageTypes:
PHYSICAL = 1
LIGHT = 2
RAIN = 3
COLD = 4
HEAT = 5
LIGHTNING = 6 // magic damage
POISON = 7
SNOW = 8
Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax:
onDamage( damaged, attacker, damageValue, damageType )
Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script
Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected.
Added new Character JS property to get/set state of a character's permanent magic reflect ability:
.permanentMagicReflect // 0 = disable, 1 = enable
Added special abilities/effects for the following NPCs:
Acid Elementals now have a chance to damage the melee weapons of their attackers
Dull Copper Elementals now explode on death
Shadow Iron Elemental is immune to targeted spell damage
Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker
Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds
Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker
Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds
Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds
Phoenixes deal passive area damage to nearby players every 5 to 10 seconds
Pixies have a chance to cast a random spell upon receiving a death blow:
Bless (target)
Curse (target)
Explosion (target)
Greater Poison (target)
Greater Heal (self, prevents death)
Ethereal Warriors will now resurrect dead players with positive karma
Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit
Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health:
Hell Cat, 5 to 8 dmg at max health
Fire Steed, 6 to 9 dmg at max health
Hell Hounds, 8 to 11 dmg at max health
Lava Lizard, 8 to 11 dmg at max health
Predator Hell Cat, 9 to 14 dmg at max health
Sea Serpent, 11 to 17 dmg at max health
Swamp Dragon, 15 to 22 dmg at max health
Armored Swamp Dragon, 15 to 22 dmg at max health
Fire Gargoyle, 20 to 30 dmg at max health
Deep Sea Serpent, 21 to 32 dmg at max health
Serpentine Dragon, 22 to 32 dmg at max health
Drake (Gray), 22 to 32 dmg at max health
Drake (Red), 22 to 32 dmg at max health
Nightmare, 26 to 39 dmg at max health
Dark Steed, 26 to 39 dmg at max health
Silver Steed, 26 to 39 dmg at max health
Kraken, 39 to 59 dmg at max health
Dragon (Red), 41 to 62 dmg at max health
Dragon (Gray), 41 to 62 dmg at max health
Shadow Wyrm, 50 to 75 dmg at max health
Reptalon, 51 to 77 dmg at max health
Skeletal Dragon, 52 to 77 dmg at max health
Ancient Wyrm, 60 to 90 dmg at max health
Update stats, skills and loot for all currently implemented NPCs
Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3
Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer)
Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early
Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked:
ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10%
Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting:
ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s
Fixed a bug where players who never entered combat mode could fire ranged weapons while moving
Updated Add-menu with some improvements for usability:
Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs
Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options:
Option to add chosen item at specific location instead of in GM's backpack
Option to add chosen item repeatedly until cancelled
Option to automatically reopen Add-menu on last menu that was open when a selection is made
Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default)
Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default)
Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on
Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax:
.SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini
.SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text
.SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color
.SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments
Fixed a bug where hair/beard items could show up inside corpses
Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up
Fixed a bug where players would be unable to pick up a freely movable item from a locked down container
Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages
Added support for new Dictionary language:
dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0)
Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js)
Added modification of some creatures stats after they've been tamed (js/skill/taming.js)
Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe)
Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem
Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players):
.GetTempTag( "tagName" )
.SetTempTag( "tagName", tagValue )
When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match
Fixed a server crash caused by empty speech messages sent from certain clients
Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly
Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal)
The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply:
If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell)
If caster's combined skill is higher than 70.2, poison strength equals Greater Poison
If caster's combined skill is higher than 30.2, poison strength equals Normal Poison
If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison
If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level
Fixed an issue that would would let players move faster than they should have been allowed to
Fixed misc issues with Party System:
Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range
Players who get disconnected or relog should now find themselves back in the same party they were in previously
Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging)
World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
toSend . addText ( " <CENTER><BIG><BASEFONT color=#F64040>Ultima Offline eXperiment 3</BASEFONT></BIG></CENTER> " ) ;
// Shard Menu Version
szBuffer = " v " + CVersionClass : : GetVersion ( ) + " . " + CVersionClass : : GetBuild ( ) ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 320 , 90 , 27 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
// Shard Menu Description
2021-09-21 03:09:10 +08:00
szBuffer = " Greetings! Using these menus you can " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 225 , 120 , 94 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
2021-09-21 03:09:10 +08:00
szBuffer = " quickly and easily add Items, Spawners, " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 225 , 135 , 94 , linenum + + ) ) ;
2021-09-21 03:09:10 +08:00
toSend . addText ( szBuffer ) ;
szBuffer = " NPCs and more to your shard, in order " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 225 , 150 , 94 , linenum + + ) ) ;
2021-09-21 03:09:10 +08:00
toSend . addText ( szBuffer ) ;
szBuffer = " to customize it to your needs. " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 225 , 165 , 94 , linenum + + ) ) ;
2021-09-21 03:09:10 +08:00
toSend . addText ( szBuffer ) ;
szBuffer = " Objects tab is used to find stuff to " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 225 , 190 , 94 , linenum + + ) ) ;
2021-09-21 03:09:10 +08:00
toSend . addText ( szBuffer ) ;
szBuffer = " add. Use Settings tab to configure " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 225 , 205 , 94 , linenum + + ) ) ;
2021-09-21 03:09:10 +08:00
toSend . addText ( szBuffer ) ;
szBuffer = " various options for this menu! " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 225 , 220 , 94 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
szBuffer = " Don't forget to check out the UOX3 Docs! " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 225 , 260 , 27 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 295 , 295 , 0x5d1 , 0x5d3 , 1 , 0 , 50020 ) ) ;
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
2012-11-03 18:11:04 +00:00
// here we hunt tags to make sure that we get them all from the itemmenus etc.
UI08 numCounter = 0 ;
position = 80 ;
xOffset = SXOFFSET ;
yOffset = SYOFFSET ;
for ( tag = ItemMenu - > Next ( ) ; ! ItemMenu - > AtEnd ( ) ; tag = ItemMenu - > Next ( ) )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
data = ItemMenu - > GrabData ( ) ;
2022-10-24 18:39:33 +08:00
if ( numCounter > 0 & & ( ! ( numCounter % 12 ) ) )
2012-11-03 18:11:04 +00:00
{
position = 80 ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " page %i " , + + pagenum ) ) ;
2012-11-03 18:11:04 +00:00
xOffset = SXOFFSET ;
yOffset = SYOFFSET ;
}
// Drop in the page number text area image
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
toSend . addCommand ( oldstrutil : : format ( " gumppic %u %u %u " , xStart + 300 , yWidth - 28 , 0x98E ) ) ;
2012-11-03 18:11:04 +00:00
// Add the page number text to the text area for display
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
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , xStart + 335 , yWidth - 27 , 39 , linenum + + ) ) ;
2022-10-24 18:39:33 +08:00
szBuffer = oldstrutil : : format ( " Menu %i - Page %i " , m , pagenum - 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
toSend . addText ( szBuffer ) ;
2012-11-03 18:11:04 +00:00
// Spin the tagged items loaded in from the dfn files.
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 15 , position , 0x4B9 , 0x4BA , 1 , 0 , buttonnum ) ) ;
toSend . addCommand ( oldstrutil : : format ( " croppedtext %u %u %u %u %u %u " , 35 , position - 3 , 150 , 20 , 50 , linenum + + ) ) ;
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
toSend . addText ( data ) ;
2012-11-03 18:11:04 +00:00
if ( tag . data ( ) [ 0 ] ! = ' < ' & & tag . data ( ) [ 0 ] ! = ' ' ) // it actually has a picture, well bugger me! :>
{
// Draw a frame for the item to make it stand out a touch more.
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " resizepic %u %u %u %u %u " , xOffset , yOffset , 0x53 , 65 , 100 ) ) ;
toSend . addCommand ( oldstrutil : : format ( " checkertrans %u %u %u %u " , xOffset + 7 , yOffset + 9 , 52 , 82 ) ) ;
toSend . addCommand ( oldstrutil : : format ( " tilepic %u %u %i " , xOffset + 5 , yOffset + 10 , std : : stoi ( tag , nullptr , 0 ) ) ) ;
toSend . addCommand ( oldstrutil : : format ( " croppedtext %u %u %u %u %u %u " , xOffset , yOffset + 65 , 65 , 20 , 55 , linenum + + ) ) ;
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
toSend . addText ( data ) ;
2012-11-03 18:11:04 +00:00
xOffset + = XOFFSET ;
if ( xOffset > 480 )
{
xOffset = SXOFFSET ;
yOffset + = YOFFSET ;
}
}
position + = 20 ;
+ + buttonnum ;
+ + numCounter ;
2002-04-07 21:27:53 +00:00
2012-11-03 18:11:04 +00:00
tag = ItemMenu - > Next ( ) ;
2002-04-07 21:27:53 +00:00
}
2012-11-03 18:11:04 +00:00
UI32 currentPage = 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
2012-11-03 18:11:04 +00:00
for ( i = 0 ; i < numCounter ; i + = 12 )
2002-04-07 21:27:53 +00:00
{
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " page %i " , currentPage ) ) ;
2012-11-03 18:11:04 +00:00
if ( i > = 10 )
{
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u " , xStart + 240 , yWidth - 25 , 0x25EB , 0x25EA , 0 , currentPage - 1 ) ) ;
2012-11-03 18:11:04 +00:00
}
2022-10-24 18:39:33 +08:00
if ( ( numCounter > 12 ) & & ( ( i + 12 ) < numCounter ) )
2012-11-03 18:11:04 +00:00
{
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u " , xWidth - 60 , yWidth - 25 , 0x25E7 , 0x25E6 , 0 , currentPage + 1 ) ) ;
2012-11-03 18:11:04 +00:00
}
currentPage + + ;
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
}
2002-04-07 21:27:53 +00:00
}
2012-11-03 18:11:04 +00:00
else // m != 1
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
// Now we make the first page that will essentially display our list of Main GM Groups.
pagenum = 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
toSend . addCommand ( " page 1 " ) ;
2012-11-03 18:11:04 +00:00
// Do the shard tab
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " gumppic %u %u %u " , 17 , yStart + 47 , 0x138F ) ) ;
2012-11-03 18:11:04 +00:00
szBuffer = " Shard " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 42 , yStart + 46 , 39 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
2012-11-03 18:11:04 +00:00
// here we hunt tags to make sure that we get them all from the itemmenus etc.
UI08 numCounter = 0 ;
position = 80 ;
xOffset = SXOFFSET ;
yOffset = SYOFFSET ;
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
2012-11-03 18:11:04 +00:00
// Drop in the page number text area image
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
toSend . addCommand ( oldstrutil : : format ( " gumppic %u %u %u " , xStart + 300 , yWidth - 28 , 0x98E ) ) ;
2012-11-03 18:11:04 +00:00
// Add the page number text to the text area for display
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
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , xStart + 335 , yWidth - 27 , 39 , linenum + + ) ) ;
2022-10-24 18:39:33 +08:00
szBuffer = oldstrutil : : format ( " Menu %i - Page %i " , m , pagenum - 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
toSend . addText ( szBuffer ) ;
2012-11-03 18:11:04 +00:00
for ( tag = ItemMenu - > Next ( ) ; ! ItemMenu - > AtEnd ( ) ; tag = ItemMenu - > Next ( ) )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
data = ItemMenu - > GrabData ( ) ;
2022-10-24 18:39:33 +08:00
if ( numCounter > 0 & & ( ! ( numCounter % 12 ) ) )
2012-11-03 18:11:04 +00:00
{
position = 80 ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " page %i " , pagenum + + ) ) ;
2012-11-03 18:11:04 +00:00
xOffset = SXOFFSET ;
yOffset = SYOFFSET ;
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
// Drop in the page number text area image
toSend . addCommand ( oldstrutil : : format ( " gumppic %u %u %u " , xStart + 300 , yWidth - 28 , 0x98E ) ) ;
// Add the page number text to the text area for display
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , xStart + 335 , yWidth - 27 , 39 , linenum + + ) ) ;
szBuffer = oldstrutil : : format ( " Menu %i - Page %i " , m , pagenum - 1 ) ;
toSend . addText ( szBuffer ) ;
2012-11-03 18:11:04 +00:00
}
// Drop in the page number text area image
2022-03-04 07:35:46 -05:00
if ( oldstrutil : : upper ( tag ) = = " INSERTADDMENUITEMS " )
2012-11-03 18:11:04 +00:00
{
// Check to see if the desired menu has any items to add
2022-10-24 18:39:33 +08:00
if ( g_mmapAddMenuMap . find ( m ) = = g_mmapAddMenuMap . end ( ) )
2012-11-03 18:11:04 +00:00
{
continue ;
}
// m contains the groupId that we need to do fetch the auto-addmenu items
2022-10-24 18:39:33 +08:00
std : : pair < ADDMENUMAP_CITERATOR , ADDMENUMAP_CITERATOR > pairRange = g_mmapAddMenuMap . equal_range ( m ) ;
for ( ADDMENUMAP_CITERATOR CI = pairRange . first ; CI ! = pairRange . second ; CI + + )
2012-11-03 18:11:04 +00:00
{
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 15 , position , 0x4B9 , 0x4BA , 1 , 0 , buttonnum ) ) ;
toSend . addCommand ( oldstrutil : : format ( " croppedtext %u %u %u %u %u %u " , 35 , position - 3 , 150 , 20 , 40 , linenum ) ) ;
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
toSend . addText ( CI - > second . itemName ) ;
2012-11-03 18:11:04 +00:00
// check to make sure that we have an image now, seeing as we might not have one with the new changes in 0.98.01.2+
2022-10-24 18:39:33 +08:00
if ( CI - > second . tileId ! = 0 )
2012-11-03 18:11:04 +00:00
{
// Draw a frame for the item to make it stand out a touch more.
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " resizepic %u %u %u %u %u " , xOffset , yOffset , 0x53 , 65 , 100 ) ) ;
toSend . addCommand ( oldstrutil : : format ( " checkertrans %u %u %u %u " , xOffset + 7 , yOffset + 9 , 52 , 82 ) ) ;
toSend . addCommand ( oldstrutil : : format ( " tilepic %u %u %i " , xOffset + 5 , yOffset + 10 , CI - > second . tileId ) ) ;
toSend . addCommand ( oldstrutil : : format ( " croppedtext %u %u %u %u %u %u " , xOffset , yOffset + 65 , 65 , 20 , 55 , linenum + + ) ) ;
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
toSend . addText ( CI - > second . itemName ) ;
toSend . addText ( CI - > second . itemName . c_str ( ) ) ;
2012-11-03 18:11:04 +00:00
xOffset + = XOFFSET ;
2022-10-24 18:39:33 +08:00
if ( xOffset > 480 )
2012-11-03 18:11:04 +00:00
{
2022-10-24 18:39:33 +08:00
xOffset = SXOFFSET ;
yOffset + = YOFFSET ;
2012-11-03 18:11:04 +00:00
}
}
position + = 20 ;
+ + linenum ;
+ + buttonnum ;
+ + numCounter ;
}
continue ;
}
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 15 , position , 0x4B9 , 0x4BA , 1 , 0 , buttonnum ) ) ;
toSend . addCommand ( oldstrutil : : format ( " croppedtext %u %u %u %u %u %u " , 35 , position - 3 , 150 , 20 , 50 , linenum + + ) ) ;
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
toSend . addText ( data ) ;
2012-11-03 18:11:04 +00:00
if ( tag . data ( ) [ 0 ] ! = ' < ' & & tag . data ( ) [ 0 ] ! = ' ' ) // it actually has a picture, well bugger me! :>
{
// Draw a frame for the item to make it stand out a touch more.
2026-06-14 08:00:15 +02:00
if ( s - > ClientVerShort ( ) < = CVS_70300 )
2025-01-24 19:03:15 -06:00
{
// Fallback for older clients that don't support buttontileart
toSend . addCommand ( oldstrutil : : format ( " resizepic %u %u %u %u %u " , xOffset , yOffset , 0x53 , 65 , 100 ) ) ;
toSend . addCommand ( oldstrutil : : format ( " checkertrans %u %u %u %u " , xOffset + 7 , yOffset + 9 , 52 , 82 ) ) ;
toSend . addCommand ( oldstrutil : : format ( " tilepic %u %u %i " , xOffset + 5 , yOffset + 10 , std : : stoi ( tag , nullptr , 0 ) ) ) ;
toSend . addCommand ( oldstrutil : : format ( " croppedtext %u %u %u %u %u %u " , xOffset , yOffset + 65 , 65 , 20 , 55 , linenum + + ) ) ;
}
else
{
toSend . addCommand ( oldstrutil : : format ( " checkertrans %u %u %u %u " , xOffset + 7 , yOffset + 9 , 110 , 110 ) ) ;
toSend . addCommand ( oldstrutil : : format ( " buttontileart %u %u 0x0a9f 0x0aa1 %u %u %u %u %u %u %u " , xOffset , yOffset , 1 , 0 , buttonnum , std : : stoi ( tag , nullptr , 0 ) , 0 , 25 , 25 ) ) ;
toSend . addCommand ( oldstrutil : : format ( " tooltip 1042971 @%s@ " , data . c_str ( ) ) ) ;
toSend . addCommand ( oldstrutil : : format ( " croppedtext %u %u %u %u %u %u " , xOffset + 15 , yOffset + 85 , 100 , 20 , 50 , linenum + + ) ) ;
}
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
toSend . addText ( data ) ;
2012-11-03 18:11:04 +00:00
xOffset + = XOFFSET ;
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 ( xOffset > 640 )
2012-11-03 18:11:04 +00:00
{
xOffset = SXOFFSET ;
yOffset + = YOFFSET ;
}
}
position + = 20 ;
+ + buttonnum ;
+ + numCounter ;
tag = ItemMenu - > Next ( ) ;
2002-04-07 21:27:53 +00:00
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
2012-11-03 18:11:04 +00:00
UI32 currentPage = 1 ;
for ( i = 0 ; i < numCounter ; i + = 12 )
2002-04-07 21:27:53 +00:00
{
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " page %i " , currentPage ) ) ;
2012-11-03 18:11:04 +00:00
if ( i > = 10 )
{
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u " , xStart + 240 , yWidth - 25 , 0x25EB , 0x25EA , 0 , currentPage - 1 ) ) ; //back button
2002-04-07 21:27:53 +00:00
}
2022-10-24 18:39:33 +08:00
if ( ( numCounter > 12 ) & & ( ( i + 12 ) < numCounter ) )
2012-11-03 18:11:04 +00:00
{
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u " , xWidth - 60 , yWidth - 25 , 0x25E7 , 0x25E6 , 0 , currentPage + 1 ) ) ;
2012-11-03 18:11:04 +00:00
}
+ + currentPage ;
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
}
2002-04-07 21:27:53 +00:00
}
2012-11-03 18:11:04 +00:00
// Reserved page # 800 - 899 for the server support pages
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
toSend . addCommand ( " page 30 " ) ;
// Show the selected tab image for this page.
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " gumppic %u %u %u " , 105 , yStart + 47 , 0x138F ) ) ;
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 132 , yStart + 46 , 70 , linenum + + ) ) ;
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
toSend . addText ( " Settings " ) ;
// Create the Quick Access Menu
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 57 , yStart + 76 , 52 , linenum + + ) ) ;
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
toSend . addText ( " Quick-Access " ) ;
// Need a seperator
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " gumppictiled %u %u %u %u %u " , xStart + 21 , yStart + 105 , 165 , 5 , 0x2393 ) ) ;
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
// Create the Commandlist button
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 45 , yStart + 125 , 0x2A30 , 0x2A44 , 1 , 4 , 50008 ) ) ;
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 65 , yStart + 129 , 52 , linenum + + ) ) ;
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
toSend . addText ( " Commandlist " ) ;
// Create the Wholist Online button
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 45 , yStart + 155 , 0x2A30 , 0x2A44 , 1 , 4 , 50009 ) ) ;
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 62 , yStart + 159 , 52 , linenum + + ) ) ;
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
toSend . addText ( " Who is Online " ) ;
// Create the Wholist Offline button
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 45 , yStart + 185 , 0x2A30 , 0x2A44 , 1 , 4 , 50010 ) ) ;
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 60 , yStart + 189 , 52 , linenum + + ) ) ;
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
toSend . addText ( " Who is Offline " ) ;
// Create the Reload DFNs button
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 45 , yStart + 215 , 0x2A30 , 0x2A44 , 1 , 4 , 50011 ) ) ;
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 60 , yStart + 219 , 52 , linenum + + ) ) ;
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
toSend . addText ( " Reload DFNs " ) ;
2012-11-03 18:11:04 +00:00
// Create the Server Shutdown button
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 - > GetCommandLevel ( ) > = CL_ADMIN )
{
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 45 , yStart + 275 , 0x2A58 , 0x2A44 , 1 , 4 , 50012 ) ) ;
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 73 , yStart + 279 , 52 , linenum + + ) ) ;
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
toSend . addText ( " Shutdown " ) ;
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
}
0.99.4x
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
// Settings Backgrounds
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " resizepic %u %u %u %u %u " , 210 , 55 , 5120 , 250 , 150 ) ) ;
toSend . addCommand ( oldstrutil : : format ( " resizepic %u %u %u %u %u " , 210 , 205 , 5120 , 250 , 150 ) ) ;
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
// Settings Header 1
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " htmlgump %i %i %i %i %u %i %i " , 235 , 60 , 200 , 60 , linenum + + , 0 , 0 ) ) ;
0.99.4x
Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color
Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange
Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items.
Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now
Exposed Item property to JS engine, which contains serial of the creator of an item:
.creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip
Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions.
Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc.
onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client
Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients
Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again
Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version
Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion.
Examples:
exceedingly accurate war hammer of vanquishing
substantial, accurate axe of power and Daemon's Breath
silver long sword
massive platemail arms of Protection
metal shield of defense
durable ringmail tunic of guarding
All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them!
Related scripts:
js/item/magic_armor_equipeffects.js
js/item/magic_weapon_accbonus.js
js/item/magic_weapon_equip.js
js/item/magic_weapon_spell_attack.js
The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated.
A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents!
Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided
Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash
Added additional object properties to 'get and 'set commands:
.shouldSave // Determines if an item should be saved in worldfiles or not
.baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective
.maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target
The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked!
STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn
Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc)
Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax:
.Damage( amount )
.Damage( amount, damageType )
.Damage( amount, damageType, attacker )
.Damage( amount, damageType, attacker, doRepsys )
Supported damageTypes:
PHYSICAL = 1
LIGHT = 2
RAIN = 3
COLD = 4
HEAT = 5
LIGHTNING = 6 // magic damage
POISON = 7
SNOW = 8
Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax:
onDamage( damaged, attacker, damageValue, damageType )
Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script
Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected.
Added new Character JS property to get/set state of a character's permanent magic reflect ability:
.permanentMagicReflect // 0 = disable, 1 = enable
Added special abilities/effects for the following NPCs:
Acid Elementals now have a chance to damage the melee weapons of their attackers
Dull Copper Elementals now explode on death
Shadow Iron Elemental is immune to targeted spell damage
Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker
Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds
Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker
Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds
Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds
Phoenixes deal passive area damage to nearby players every 5 to 10 seconds
Pixies have a chance to cast a random spell upon receiving a death blow:
Bless (target)
Curse (target)
Explosion (target)
Greater Poison (target)
Greater Heal (self, prevents death)
Ethereal Warriors will now resurrect dead players with positive karma
Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit
Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health:
Hell Cat, 5 to 8 dmg at max health
Fire Steed, 6 to 9 dmg at max health
Hell Hounds, 8 to 11 dmg at max health
Lava Lizard, 8 to 11 dmg at max health
Predator Hell Cat, 9 to 14 dmg at max health
Sea Serpent, 11 to 17 dmg at max health
Swamp Dragon, 15 to 22 dmg at max health
Armored Swamp Dragon, 15 to 22 dmg at max health
Fire Gargoyle, 20 to 30 dmg at max health
Deep Sea Serpent, 21 to 32 dmg at max health
Serpentine Dragon, 22 to 32 dmg at max health
Drake (Gray), 22 to 32 dmg at max health
Drake (Red), 22 to 32 dmg at max health
Nightmare, 26 to 39 dmg at max health
Dark Steed, 26 to 39 dmg at max health
Silver Steed, 26 to 39 dmg at max health
Kraken, 39 to 59 dmg at max health
Dragon (Red), 41 to 62 dmg at max health
Dragon (Gray), 41 to 62 dmg at max health
Shadow Wyrm, 50 to 75 dmg at max health
Reptalon, 51 to 77 dmg at max health
Skeletal Dragon, 52 to 77 dmg at max health
Ancient Wyrm, 60 to 90 dmg at max health
Update stats, skills and loot for all currently implemented NPCs
Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3
Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer)
Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early
Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked:
ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10%
Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting:
ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s
Fixed a bug where players who never entered combat mode could fire ranged weapons while moving
Updated Add-menu with some improvements for usability:
Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs
Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options:
Option to add chosen item at specific location instead of in GM's backpack
Option to add chosen item repeatedly until cancelled
Option to automatically reopen Add-menu on last menu that was open when a selection is made
Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default)
Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default)
Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on
Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax:
.SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini
.SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text
.SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color
.SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments
Fixed a bug where hair/beard items could show up inside corpses
Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up
Fixed a bug where players would be unable to pick up a freely movable item from a locked down container
Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages
Added support for new Dictionary language:
dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0)
Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js)
Added modification of some creatures stats after they've been tamed (js/skill/taming.js)
Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe)
Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem
Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players):
.GetTempTag( "tagName" )
.SetTempTag( "tagName", tagValue )
When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match
Fixed a server crash caused by empty speech messages sent from certain clients
Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly
Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal)
The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply:
If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell)
If caster's combined skill is higher than 70.2, poison strength equals Greater Poison
If caster's combined skill is higher than 30.2, poison strength equals Normal Poison
If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison
If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level
Fixed an issue that would would let players move faster than they should have been allowed to
Fixed misc issues with Party System:
Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range
Players who get disconnected or relog should now find themselves back in the same party they were in previously
Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging)
World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
toSend . addText ( " <CENTER><BIG><BASEFONT color=#EECD8B>Menu Settings</BASEFONT></BIG></CENTER> " ) ;
// Settings Header 2
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " htmlgump %i %i %i %i %u %i %i " , 235 , 220 , 200 , 60 , linenum + + , 0 , 0 ) ) ;
0.99.4x
Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color
Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange
Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items.
Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now
Exposed Item property to JS engine, which contains serial of the creator of an item:
.creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip
Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions.
Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc.
onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client
Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients
Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again
Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version
Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion.
Examples:
exceedingly accurate war hammer of vanquishing
substantial, accurate axe of power and Daemon's Breath
silver long sword
massive platemail arms of Protection
metal shield of defense
durable ringmail tunic of guarding
All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them!
Related scripts:
js/item/magic_armor_equipeffects.js
js/item/magic_weapon_accbonus.js
js/item/magic_weapon_equip.js
js/item/magic_weapon_spell_attack.js
The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated.
A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents!
Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided
Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash
Added additional object properties to 'get and 'set commands:
.shouldSave // Determines if an item should be saved in worldfiles or not
.baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective
.maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target
The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked!
STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn
Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc)
Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax:
.Damage( amount )
.Damage( amount, damageType )
.Damage( amount, damageType, attacker )
.Damage( amount, damageType, attacker, doRepsys )
Supported damageTypes:
PHYSICAL = 1
LIGHT = 2
RAIN = 3
COLD = 4
HEAT = 5
LIGHTNING = 6 // magic damage
POISON = 7
SNOW = 8
Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax:
onDamage( damaged, attacker, damageValue, damageType )
Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script
Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected.
Added new Character JS property to get/set state of a character's permanent magic reflect ability:
.permanentMagicReflect // 0 = disable, 1 = enable
Added special abilities/effects for the following NPCs:
Acid Elementals now have a chance to damage the melee weapons of their attackers
Dull Copper Elementals now explode on death
Shadow Iron Elemental is immune to targeted spell damage
Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker
Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds
Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker
Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds
Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds
Phoenixes deal passive area damage to nearby players every 5 to 10 seconds
Pixies have a chance to cast a random spell upon receiving a death blow:
Bless (target)
Curse (target)
Explosion (target)
Greater Poison (target)
Greater Heal (self, prevents death)
Ethereal Warriors will now resurrect dead players with positive karma
Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit
Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health:
Hell Cat, 5 to 8 dmg at max health
Fire Steed, 6 to 9 dmg at max health
Hell Hounds, 8 to 11 dmg at max health
Lava Lizard, 8 to 11 dmg at max health
Predator Hell Cat, 9 to 14 dmg at max health
Sea Serpent, 11 to 17 dmg at max health
Swamp Dragon, 15 to 22 dmg at max health
Armored Swamp Dragon, 15 to 22 dmg at max health
Fire Gargoyle, 20 to 30 dmg at max health
Deep Sea Serpent, 21 to 32 dmg at max health
Serpentine Dragon, 22 to 32 dmg at max health
Drake (Gray), 22 to 32 dmg at max health
Drake (Red), 22 to 32 dmg at max health
Nightmare, 26 to 39 dmg at max health
Dark Steed, 26 to 39 dmg at max health
Silver Steed, 26 to 39 dmg at max health
Kraken, 39 to 59 dmg at max health
Dragon (Red), 41 to 62 dmg at max health
Dragon (Gray), 41 to 62 dmg at max health
Shadow Wyrm, 50 to 75 dmg at max health
Reptalon, 51 to 77 dmg at max health
Skeletal Dragon, 52 to 77 dmg at max health
Ancient Wyrm, 60 to 90 dmg at max health
Update stats, skills and loot for all currently implemented NPCs
Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3
Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer)
Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early
Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked:
ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10%
Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting:
ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s
Fixed a bug where players who never entered combat mode could fire ranged weapons while moving
Updated Add-menu with some improvements for usability:
Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs
Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options:
Option to add chosen item at specific location instead of in GM's backpack
Option to add chosen item repeatedly until cancelled
Option to automatically reopen Add-menu on last menu that was open when a selection is made
Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default)
Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default)
Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on
Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax:
.SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini
.SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text
.SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color
.SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments
Fixed a bug where hair/beard items could show up inside corpses
Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up
Fixed a bug where players would be unable to pick up a freely movable item from a locked down container
Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages
Added support for new Dictionary language:
dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0)
Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js)
Added modification of some creatures stats after they've been tamed (js/skill/taming.js)
Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe)
Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem
Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players):
.GetTempTag( "tagName" )
.SetTempTag( "tagName", tagValue )
When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match
Fixed a server crash caused by empty speech messages sent from certain clients
Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly
Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal)
The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply:
If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell)
If caster's combined skill is higher than 70.2, poison strength equals Greater Poison
If caster's combined skill is higher than 30.2, poison strength equals Normal Poison
If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison
If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level
Fixed an issue that would would let players move faster than they should have been allowed to
Fixed misc issues with Party System:
Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range
Players who get disconnected or relog should now find themselves back in the same party they were in previously
Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging)
World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
toSend . addText ( " <CENTER><BIG><BASEFONT color=#EECD8B>Item Settings</BASEFONT></BIG></CENTER> " ) ;
// Settings Options START
// Add at Location
TAGMAPOBJECT addAtLoc = mChar - > GetTag ( " addAtLoc " ) ;
if ( addAtLoc . m_IntValue = = 1 )
{
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 225 , 80 , 0x869 , 0x867 , 1 , 0 , 50000 ) ) ;
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
}
2012-11-03 18:11:04 +00:00
else
0.99.4x
Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color
Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange
Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items.
Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now
Exposed Item property to JS engine, which contains serial of the creator of an item:
.creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip
Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions.
Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc.
onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client
Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients
Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again
Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version
Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion.
Examples:
exceedingly accurate war hammer of vanquishing
substantial, accurate axe of power and Daemon's Breath
silver long sword
massive platemail arms of Protection
metal shield of defense
durable ringmail tunic of guarding
All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them!
Related scripts:
js/item/magic_armor_equipeffects.js
js/item/magic_weapon_accbonus.js
js/item/magic_weapon_equip.js
js/item/magic_weapon_spell_attack.js
The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated.
A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents!
Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided
Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash
Added additional object properties to 'get and 'set commands:
.shouldSave // Determines if an item should be saved in worldfiles or not
.baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective
.maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target
The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked!
STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn
Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc)
Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax:
.Damage( amount )
.Damage( amount, damageType )
.Damage( amount, damageType, attacker )
.Damage( amount, damageType, attacker, doRepsys )
Supported damageTypes:
PHYSICAL = 1
LIGHT = 2
RAIN = 3
COLD = 4
HEAT = 5
LIGHTNING = 6 // magic damage
POISON = 7
SNOW = 8
Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax:
onDamage( damaged, attacker, damageValue, damageType )
Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script
Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected.
Added new Character JS property to get/set state of a character's permanent magic reflect ability:
.permanentMagicReflect // 0 = disable, 1 = enable
Added special abilities/effects for the following NPCs:
Acid Elementals now have a chance to damage the melee weapons of their attackers
Dull Copper Elementals now explode on death
Shadow Iron Elemental is immune to targeted spell damage
Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker
Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds
Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker
Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds
Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds
Phoenixes deal passive area damage to nearby players every 5 to 10 seconds
Pixies have a chance to cast a random spell upon receiving a death blow:
Bless (target)
Curse (target)
Explosion (target)
Greater Poison (target)
Greater Heal (self, prevents death)
Ethereal Warriors will now resurrect dead players with positive karma
Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit
Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health:
Hell Cat, 5 to 8 dmg at max health
Fire Steed, 6 to 9 dmg at max health
Hell Hounds, 8 to 11 dmg at max health
Lava Lizard, 8 to 11 dmg at max health
Predator Hell Cat, 9 to 14 dmg at max health
Sea Serpent, 11 to 17 dmg at max health
Swamp Dragon, 15 to 22 dmg at max health
Armored Swamp Dragon, 15 to 22 dmg at max health
Fire Gargoyle, 20 to 30 dmg at max health
Deep Sea Serpent, 21 to 32 dmg at max health
Serpentine Dragon, 22 to 32 dmg at max health
Drake (Gray), 22 to 32 dmg at max health
Drake (Red), 22 to 32 dmg at max health
Nightmare, 26 to 39 dmg at max health
Dark Steed, 26 to 39 dmg at max health
Silver Steed, 26 to 39 dmg at max health
Kraken, 39 to 59 dmg at max health
Dragon (Red), 41 to 62 dmg at max health
Dragon (Gray), 41 to 62 dmg at max health
Shadow Wyrm, 50 to 75 dmg at max health
Reptalon, 51 to 77 dmg at max health
Skeletal Dragon, 52 to 77 dmg at max health
Ancient Wyrm, 60 to 90 dmg at max health
Update stats, skills and loot for all currently implemented NPCs
Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3
Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer)
Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early
Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked:
ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10%
Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting:
ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s
Fixed a bug where players who never entered combat mode could fire ranged weapons while moving
Updated Add-menu with some improvements for usability:
Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs
Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options:
Option to add chosen item at specific location instead of in GM's backpack
Option to add chosen item repeatedly until cancelled
Option to automatically reopen Add-menu on last menu that was open when a selection is made
Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default)
Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default)
Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on
Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax:
.SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini
.SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text
.SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color
.SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments
Fixed a bug where hair/beard items could show up inside corpses
Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up
Fixed a bug where players would be unable to pick up a freely movable item from a locked down container
Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages
Added support for new Dictionary language:
dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0)
Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js)
Added modification of some creatures stats after they've been tamed (js/skill/taming.js)
Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe)
Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem
Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players):
.GetTempTag( "tagName" )
.SetTempTag( "tagName", tagValue )
When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match
Fixed a server crash caused by empty speech messages sent from certain clients
Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly
Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal)
The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply:
If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell)
If caster's combined skill is higher than 70.2, poison strength equals Greater Poison
If caster's combined skill is higher than 30.2, poison strength equals Normal Poison
If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison
If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level
Fixed an issue that would would let players move faster than they should have been allowed to
Fixed misc issues with Party System:
Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range
Players who get disconnected or relog should now find themselves back in the same party they were in previously
Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging)
World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
{
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 225 , 80 , 0x867 , 0x869 , 1 , 0 , 50000 ) ) ;
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
}
2021-09-21 03:09:10 +08:00
szBuffer = " Add item at specific location " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 255 , 80 , 94 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
2021-09-21 03:09:10 +08:00
szBuffer = " instead of in GM's backpack " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 255 , 95 , 94 , linenum + + ) ) ;
2021-09-21 03:09:10 +08:00
toSend . addText ( szBuffer ) ;
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
// Repeat Add Object
TAGMAPOBJECT repeatAdd = mChar - > GetTag ( " repeatAdd " ) ;
if ( repeatAdd . m_IntValue = = 1 )
{
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 250 , 120 , 0x869 , 0x867 , 1 , 0 , 50001 ) ) ;
0.99.4x
Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color
Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange
Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items.
Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now
Exposed Item property to JS engine, which contains serial of the creator of an item:
.creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip
Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions.
Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc.
onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client
Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients
Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again
Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version
Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion.
Examples:
exceedingly accurate war hammer of vanquishing
substantial, accurate axe of power and Daemon's Breath
silver long sword
massive platemail arms of Protection
metal shield of defense
durable ringmail tunic of guarding
All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them!
Related scripts:
js/item/magic_armor_equipeffects.js
js/item/magic_weapon_accbonus.js
js/item/magic_weapon_equip.js
js/item/magic_weapon_spell_attack.js
The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated.
A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents!
Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided
Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash
Added additional object properties to 'get and 'set commands:
.shouldSave // Determines if an item should be saved in worldfiles or not
.baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective
.maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target
The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked!
STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn
Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc)
Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax:
.Damage( amount )
.Damage( amount, damageType )
.Damage( amount, damageType, attacker )
.Damage( amount, damageType, attacker, doRepsys )
Supported damageTypes:
PHYSICAL = 1
LIGHT = 2
RAIN = 3
COLD = 4
HEAT = 5
LIGHTNING = 6 // magic damage
POISON = 7
SNOW = 8
Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax:
onDamage( damaged, attacker, damageValue, damageType )
Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script
Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected.
Added new Character JS property to get/set state of a character's permanent magic reflect ability:
.permanentMagicReflect // 0 = disable, 1 = enable
Added special abilities/effects for the following NPCs:
Acid Elementals now have a chance to damage the melee weapons of their attackers
Dull Copper Elementals now explode on death
Shadow Iron Elemental is immune to targeted spell damage
Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker
Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds
Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker
Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds
Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds
Phoenixes deal passive area damage to nearby players every 5 to 10 seconds
Pixies have a chance to cast a random spell upon receiving a death blow:
Bless (target)
Curse (target)
Explosion (target)
Greater Poison (target)
Greater Heal (self, prevents death)
Ethereal Warriors will now resurrect dead players with positive karma
Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit
Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health:
Hell Cat, 5 to 8 dmg at max health
Fire Steed, 6 to 9 dmg at max health
Hell Hounds, 8 to 11 dmg at max health
Lava Lizard, 8 to 11 dmg at max health
Predator Hell Cat, 9 to 14 dmg at max health
Sea Serpent, 11 to 17 dmg at max health
Swamp Dragon, 15 to 22 dmg at max health
Armored Swamp Dragon, 15 to 22 dmg at max health
Fire Gargoyle, 20 to 30 dmg at max health
Deep Sea Serpent, 21 to 32 dmg at max health
Serpentine Dragon, 22 to 32 dmg at max health
Drake (Gray), 22 to 32 dmg at max health
Drake (Red), 22 to 32 dmg at max health
Nightmare, 26 to 39 dmg at max health
Dark Steed, 26 to 39 dmg at max health
Silver Steed, 26 to 39 dmg at max health
Kraken, 39 to 59 dmg at max health
Dragon (Red), 41 to 62 dmg at max health
Dragon (Gray), 41 to 62 dmg at max health
Shadow Wyrm, 50 to 75 dmg at max health
Reptalon, 51 to 77 dmg at max health
Skeletal Dragon, 52 to 77 dmg at max health
Ancient Wyrm, 60 to 90 dmg at max health
Update stats, skills and loot for all currently implemented NPCs
Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3
Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer)
Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early
Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked:
ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10%
Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting:
ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s
Fixed a bug where players who never entered combat mode could fire ranged weapons while moving
Updated Add-menu with some improvements for usability:
Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs
Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options:
Option to add chosen item at specific location instead of in GM's backpack
Option to add chosen item repeatedly until cancelled
Option to automatically reopen Add-menu on last menu that was open when a selection is made
Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default)
Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default)
Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on
Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax:
.SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini
.SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text
.SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color
.SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments
Fixed a bug where hair/beard items could show up inside corpses
Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up
Fixed a bug where players would be unable to pick up a freely movable item from a locked down container
Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages
Added support for new Dictionary language:
dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0)
Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js)
Added modification of some creatures stats after they've been tamed (js/skill/taming.js)
Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe)
Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem
Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players):
.GetTempTag( "tagName" )
.SetTempTag( "tagName", tagValue )
When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match
Fixed a server crash caused by empty speech messages sent from certain clients
Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly
Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal)
The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply:
If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell)
If caster's combined skill is higher than 70.2, poison strength equals Greater Poison
If caster's combined skill is higher than 30.2, poison strength equals Normal Poison
If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison
If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level
Fixed an issue that would would let players move faster than they should have been allowed to
Fixed misc issues with Party System:
Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range
Players who get disconnected or relog should now find themselves back in the same party they were in previously
Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging)
World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
}
else
{
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 250 , 120 , 0x867 , 0x869 , 1 , 0 , 50001 ) ) ;
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
}
2021-09-21 03:09:10 +08:00
szBuffer = " Add item repeatedly " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 280 , 120 , 94 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
2021-09-21 03:09:10 +08:00
szBuffer = " until cancelled " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 280 , 135 , 94 , linenum + + ) ) ;
2021-09-21 03:09:10 +08:00
toSend . addText ( szBuffer ) ;
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
// Auto-reopen Menu
TAGMAPOBJECT reopenMenu = mChar - > GetTag ( " reopenMenu " ) ;
if ( reopenMenu . m_IntValue = = 1 )
{
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 225 , 160 , 0x869 , 0x867 , 1 , 0 , 50003 ) ) ;
0.99.4x
Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color
Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange
Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items.
Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now
Exposed Item property to JS engine, which contains serial of the creator of an item:
.creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip
Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions.
Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc.
onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client
Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients
Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again
Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version
Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion.
Examples:
exceedingly accurate war hammer of vanquishing
substantial, accurate axe of power and Daemon's Breath
silver long sword
massive platemail arms of Protection
metal shield of defense
durable ringmail tunic of guarding
All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them!
Related scripts:
js/item/magic_armor_equipeffects.js
js/item/magic_weapon_accbonus.js
js/item/magic_weapon_equip.js
js/item/magic_weapon_spell_attack.js
The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated.
A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents!
Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided
Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash
Added additional object properties to 'get and 'set commands:
.shouldSave // Determines if an item should be saved in worldfiles or not
.baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective
.maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target
The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked!
STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn
Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc)
Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax:
.Damage( amount )
.Damage( amount, damageType )
.Damage( amount, damageType, attacker )
.Damage( amount, damageType, attacker, doRepsys )
Supported damageTypes:
PHYSICAL = 1
LIGHT = 2
RAIN = 3
COLD = 4
HEAT = 5
LIGHTNING = 6 // magic damage
POISON = 7
SNOW = 8
Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax:
onDamage( damaged, attacker, damageValue, damageType )
Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script
Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected.
Added new Character JS property to get/set state of a character's permanent magic reflect ability:
.permanentMagicReflect // 0 = disable, 1 = enable
Added special abilities/effects for the following NPCs:
Acid Elementals now have a chance to damage the melee weapons of their attackers
Dull Copper Elementals now explode on death
Shadow Iron Elemental is immune to targeted spell damage
Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker
Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds
Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker
Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds
Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds
Phoenixes deal passive area damage to nearby players every 5 to 10 seconds
Pixies have a chance to cast a random spell upon receiving a death blow:
Bless (target)
Curse (target)
Explosion (target)
Greater Poison (target)
Greater Heal (self, prevents death)
Ethereal Warriors will now resurrect dead players with positive karma
Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit
Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health:
Hell Cat, 5 to 8 dmg at max health
Fire Steed, 6 to 9 dmg at max health
Hell Hounds, 8 to 11 dmg at max health
Lava Lizard, 8 to 11 dmg at max health
Predator Hell Cat, 9 to 14 dmg at max health
Sea Serpent, 11 to 17 dmg at max health
Swamp Dragon, 15 to 22 dmg at max health
Armored Swamp Dragon, 15 to 22 dmg at max health
Fire Gargoyle, 20 to 30 dmg at max health
Deep Sea Serpent, 21 to 32 dmg at max health
Serpentine Dragon, 22 to 32 dmg at max health
Drake (Gray), 22 to 32 dmg at max health
Drake (Red), 22 to 32 dmg at max health
Nightmare, 26 to 39 dmg at max health
Dark Steed, 26 to 39 dmg at max health
Silver Steed, 26 to 39 dmg at max health
Kraken, 39 to 59 dmg at max health
Dragon (Red), 41 to 62 dmg at max health
Dragon (Gray), 41 to 62 dmg at max health
Shadow Wyrm, 50 to 75 dmg at max health
Reptalon, 51 to 77 dmg at max health
Skeletal Dragon, 52 to 77 dmg at max health
Ancient Wyrm, 60 to 90 dmg at max health
Update stats, skills and loot for all currently implemented NPCs
Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3
Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer)
Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early
Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked:
ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10%
Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting:
ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s
Fixed a bug where players who never entered combat mode could fire ranged weapons while moving
Updated Add-menu with some improvements for usability:
Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs
Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options:
Option to add chosen item at specific location instead of in GM's backpack
Option to add chosen item repeatedly until cancelled
Option to automatically reopen Add-menu on last menu that was open when a selection is made
Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default)
Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default)
Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on
Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax:
.SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini
.SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text
.SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color
.SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments
Fixed a bug where hair/beard items could show up inside corpses
Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up
Fixed a bug where players would be unable to pick up a freely movable item from a locked down container
Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages
Added support for new Dictionary language:
dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0)
Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js)
Added modification of some creatures stats after they've been tamed (js/skill/taming.js)
Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe)
Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem
Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players):
.GetTempTag( "tagName" )
.SetTempTag( "tagName", tagValue )
When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match
Fixed a server crash caused by empty speech messages sent from certain clients
Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly
Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal)
The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply:
If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell)
If caster's combined skill is higher than 70.2, poison strength equals Greater Poison
If caster's combined skill is higher than 30.2, poison strength equals Normal Poison
If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison
If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level
Fixed an issue that would would let players move faster than they should have been allowed to
Fixed misc issues with Party System:
Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range
Players who get disconnected or relog should now find themselves back in the same party they were in previously
Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging)
World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
}
else
{
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 225 , 160 , 0x867 , 0x869 , 1 , 0 , 50003 ) ) ;
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
}
2021-09-21 03:09:10 +08:00
szBuffer = " Automatically reopen menu " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 255 , 160 , 94 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
2021-09-21 03:09:10 +08:00
szBuffer = " after selecting object to add " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 255 , 175 , 94 , linenum + + ) ) ;
2021-09-21 03:09:10 +08:00
toSend . addText ( szBuffer ) ;
2026-06-14 08:00:15 +02:00
bool pre70300Client = s - > ClientVerShort ( ) < CVS_70300 ? true : 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
// Force-Decayable Off
TAGMAPOBJECT forceDecayOff = mChar - > GetTag ( " forceDecayOff " ) ;
if ( forceDecayOff . m_IntValue = = 1 )
{
2026-06-14 08:00:15 +02:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 240 , 260 , ( pre70300Client ? 0x869 : 0x16ca ) , ( pre70300Client ? 0x86a : 0x16cb ) , 1 , 0 , 50004 ) ) ;
0.99.4x
Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color
Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange
Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items.
Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now
Exposed Item property to JS engine, which contains serial of the creator of an item:
.creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip
Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions.
Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc.
onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client
Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients
Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again
Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version
Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion.
Examples:
exceedingly accurate war hammer of vanquishing
substantial, accurate axe of power and Daemon's Breath
silver long sword
massive platemail arms of Protection
metal shield of defense
durable ringmail tunic of guarding
All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them!
Related scripts:
js/item/magic_armor_equipeffects.js
js/item/magic_weapon_accbonus.js
js/item/magic_weapon_equip.js
js/item/magic_weapon_spell_attack.js
The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated.
A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents!
Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided
Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash
Added additional object properties to 'get and 'set commands:
.shouldSave // Determines if an item should be saved in worldfiles or not
.baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective
.maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target
The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked!
STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn
Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc)
Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax:
.Damage( amount )
.Damage( amount, damageType )
.Damage( amount, damageType, attacker )
.Damage( amount, damageType, attacker, doRepsys )
Supported damageTypes:
PHYSICAL = 1
LIGHT = 2
RAIN = 3
COLD = 4
HEAT = 5
LIGHTNING = 6 // magic damage
POISON = 7
SNOW = 8
Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax:
onDamage( damaged, attacker, damageValue, damageType )
Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script
Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected.
Added new Character JS property to get/set state of a character's permanent magic reflect ability:
.permanentMagicReflect // 0 = disable, 1 = enable
Added special abilities/effects for the following NPCs:
Acid Elementals now have a chance to damage the melee weapons of their attackers
Dull Copper Elementals now explode on death
Shadow Iron Elemental is immune to targeted spell damage
Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker
Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds
Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker
Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds
Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds
Phoenixes deal passive area damage to nearby players every 5 to 10 seconds
Pixies have a chance to cast a random spell upon receiving a death blow:
Bless (target)
Curse (target)
Explosion (target)
Greater Poison (target)
Greater Heal (self, prevents death)
Ethereal Warriors will now resurrect dead players with positive karma
Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit
Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health:
Hell Cat, 5 to 8 dmg at max health
Fire Steed, 6 to 9 dmg at max health
Hell Hounds, 8 to 11 dmg at max health
Lava Lizard, 8 to 11 dmg at max health
Predator Hell Cat, 9 to 14 dmg at max health
Sea Serpent, 11 to 17 dmg at max health
Swamp Dragon, 15 to 22 dmg at max health
Armored Swamp Dragon, 15 to 22 dmg at max health
Fire Gargoyle, 20 to 30 dmg at max health
Deep Sea Serpent, 21 to 32 dmg at max health
Serpentine Dragon, 22 to 32 dmg at max health
Drake (Gray), 22 to 32 dmg at max health
Drake (Red), 22 to 32 dmg at max health
Nightmare, 26 to 39 dmg at max health
Dark Steed, 26 to 39 dmg at max health
Silver Steed, 26 to 39 dmg at max health
Kraken, 39 to 59 dmg at max health
Dragon (Red), 41 to 62 dmg at max health
Dragon (Gray), 41 to 62 dmg at max health
Shadow Wyrm, 50 to 75 dmg at max health
Reptalon, 51 to 77 dmg at max health
Skeletal Dragon, 52 to 77 dmg at max health
Ancient Wyrm, 60 to 90 dmg at max health
Update stats, skills and loot for all currently implemented NPCs
Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3
Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer)
Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early
Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked:
ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10%
Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting:
ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s
Fixed a bug where players who never entered combat mode could fire ranged weapons while moving
Updated Add-menu with some improvements for usability:
Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs
Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options:
Option to add chosen item at specific location instead of in GM's backpack
Option to add chosen item repeatedly until cancelled
Option to automatically reopen Add-menu on last menu that was open when a selection is made
Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default)
Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default)
Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on
Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax:
.SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini
.SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text
.SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color
.SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments
Fixed a bug where hair/beard items could show up inside corpses
Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up
Fixed a bug where players would be unable to pick up a freely movable item from a locked down container
Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages
Added support for new Dictionary language:
dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0)
Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js)
Added modification of some creatures stats after they've been tamed (js/skill/taming.js)
Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe)
Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem
Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players):
.GetTempTag( "tagName" )
.SetTempTag( "tagName", tagValue )
When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match
Fixed a server crash caused by empty speech messages sent from certain clients
Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly
Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal)
The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply:
If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell)
If caster's combined skill is higher than 70.2, poison strength equals Greater Poison
If caster's combined skill is higher than 30.2, poison strength equals Normal Poison
If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison
If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level
Fixed an issue that would would let players move faster than they should have been allowed to
Fixed misc issues with Party System:
Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range
Players who get disconnected or relog should now find themselves back in the same party they were in previously
Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging)
World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
}
else
{
2026-06-14 08:00:15 +02:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 240 , 260 , ( pre70300Client ? 0x867 : 0x16c6 ) , ( pre70300Client ? 0x868 : 0x16c7 ) , 1 , 0 , 50004 ) ) ;
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
}
// Force-Decayable On
TAGMAPOBJECT forceDecayOn = mChar - > GetTag ( " forceDecayOn " ) ;
if ( forceDecayOn . m_IntValue = = 1 )
{
2026-06-14 08:00:15 +02:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 350 , 260 , ( pre70300Client ? 0x869 : 0x16c4 ) , ( pre70300Client ? 0x86a : 0x16c5 ) , 1 , 0 , 50005 ) ) ;
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
}
2012-11-03 18:11:04 +00:00
else
0.99.4x
Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color
Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange
Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items.
Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now
Exposed Item property to JS engine, which contains serial of the creator of an item:
.creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip
Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions.
Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc.
onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client
Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients
Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again
Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version
Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion.
Examples:
exceedingly accurate war hammer of vanquishing
substantial, accurate axe of power and Daemon's Breath
silver long sword
massive platemail arms of Protection
metal shield of defense
durable ringmail tunic of guarding
All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them!
Related scripts:
js/item/magic_armor_equipeffects.js
js/item/magic_weapon_accbonus.js
js/item/magic_weapon_equip.js
js/item/magic_weapon_spell_attack.js
The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated.
A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents!
Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided
Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash
Added additional object properties to 'get and 'set commands:
.shouldSave // Determines if an item should be saved in worldfiles or not
.baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective
.maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target
The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked!
STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn
Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc)
Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax:
.Damage( amount )
.Damage( amount, damageType )
.Damage( amount, damageType, attacker )
.Damage( amount, damageType, attacker, doRepsys )
Supported damageTypes:
PHYSICAL = 1
LIGHT = 2
RAIN = 3
COLD = 4
HEAT = 5
LIGHTNING = 6 // magic damage
POISON = 7
SNOW = 8
Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax:
onDamage( damaged, attacker, damageValue, damageType )
Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script
Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected.
Added new Character JS property to get/set state of a character's permanent magic reflect ability:
.permanentMagicReflect // 0 = disable, 1 = enable
Added special abilities/effects for the following NPCs:
Acid Elementals now have a chance to damage the melee weapons of their attackers
Dull Copper Elementals now explode on death
Shadow Iron Elemental is immune to targeted spell damage
Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker
Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds
Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker
Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds
Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds
Phoenixes deal passive area damage to nearby players every 5 to 10 seconds
Pixies have a chance to cast a random spell upon receiving a death blow:
Bless (target)
Curse (target)
Explosion (target)
Greater Poison (target)
Greater Heal (self, prevents death)
Ethereal Warriors will now resurrect dead players with positive karma
Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit
Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health:
Hell Cat, 5 to 8 dmg at max health
Fire Steed, 6 to 9 dmg at max health
Hell Hounds, 8 to 11 dmg at max health
Lava Lizard, 8 to 11 dmg at max health
Predator Hell Cat, 9 to 14 dmg at max health
Sea Serpent, 11 to 17 dmg at max health
Swamp Dragon, 15 to 22 dmg at max health
Armored Swamp Dragon, 15 to 22 dmg at max health
Fire Gargoyle, 20 to 30 dmg at max health
Deep Sea Serpent, 21 to 32 dmg at max health
Serpentine Dragon, 22 to 32 dmg at max health
Drake (Gray), 22 to 32 dmg at max health
Drake (Red), 22 to 32 dmg at max health
Nightmare, 26 to 39 dmg at max health
Dark Steed, 26 to 39 dmg at max health
Silver Steed, 26 to 39 dmg at max health
Kraken, 39 to 59 dmg at max health
Dragon (Red), 41 to 62 dmg at max health
Dragon (Gray), 41 to 62 dmg at max health
Shadow Wyrm, 50 to 75 dmg at max health
Reptalon, 51 to 77 dmg at max health
Skeletal Dragon, 52 to 77 dmg at max health
Ancient Wyrm, 60 to 90 dmg at max health
Update stats, skills and loot for all currently implemented NPCs
Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3
Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer)
Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early
Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked:
ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10%
Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting:
ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s
Fixed a bug where players who never entered combat mode could fire ranged weapons while moving
Updated Add-menu with some improvements for usability:
Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs
Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options:
Option to add chosen item at specific location instead of in GM's backpack
Option to add chosen item repeatedly until cancelled
Option to automatically reopen Add-menu on last menu that was open when a selection is made
Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default)
Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default)
Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on
Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax:
.SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini
.SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text
.SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color
.SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments
Fixed a bug where hair/beard items could show up inside corpses
Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up
Fixed a bug where players would be unable to pick up a freely movable item from a locked down container
Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages
Added support for new Dictionary language:
dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0)
Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js)
Added modification of some creatures stats after they've been tamed (js/skill/taming.js)
Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe)
Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem
Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players):
.GetTempTag( "tagName" )
.SetTempTag( "tagName", tagValue )
When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match
Fixed a server crash caused by empty speech messages sent from certain clients
Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly
Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal)
The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply:
If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell)
If caster's combined skill is higher than 70.2, poison strength equals Greater Poison
If caster's combined skill is higher than 30.2, poison strength equals Normal Poison
If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison
If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level
Fixed an issue that would would let players move faster than they should have been allowed to
Fixed misc issues with Party System:
Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range
Players who get disconnected or relog should now find themselves back in the same party they were in previously
Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging)
World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
{
2026-06-14 08:00:15 +02:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 350 , 260 , ( pre70300Client ? 0x867 : 0x16c0 ) , ( pre70300Client ? 0x868 : 0x16c1 ) , 1 , 0 , 50005 ) ) ;
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
}
szBuffer = " Default Decayable Status of Items " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 230 , 240 , 94 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
szBuffer = " Force OFF " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 275 , 265 , 27 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
szBuffer = " Force ON " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 385 , 265 , 72 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
// Force-Movable Off
TAGMAPOBJECT forceMovableOff = mChar - > GetTag ( " forceMovableOff " ) ;
if ( forceMovableOff . m_IntValue = = 1 )
{
2026-06-14 08:00:15 +02:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 240 , 320 , ( pre70300Client ? 0x869 : 0x16ca ) , ( pre70300Client ? 0x86a : 0x16cb ) , 1 , 0 , 50006 ) ) ;
0.99.4x
Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color
Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange
Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items.
Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now
Exposed Item property to JS engine, which contains serial of the creator of an item:
.creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip
Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions.
Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc.
onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client
Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients
Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again
Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version
Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion.
Examples:
exceedingly accurate war hammer of vanquishing
substantial, accurate axe of power and Daemon's Breath
silver long sword
massive platemail arms of Protection
metal shield of defense
durable ringmail tunic of guarding
All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them!
Related scripts:
js/item/magic_armor_equipeffects.js
js/item/magic_weapon_accbonus.js
js/item/magic_weapon_equip.js
js/item/magic_weapon_spell_attack.js
The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated.
A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents!
Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided
Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash
Added additional object properties to 'get and 'set commands:
.shouldSave // Determines if an item should be saved in worldfiles or not
.baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective
.maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target
The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked!
STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn
Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc)
Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax:
.Damage( amount )
.Damage( amount, damageType )
.Damage( amount, damageType, attacker )
.Damage( amount, damageType, attacker, doRepsys )
Supported damageTypes:
PHYSICAL = 1
LIGHT = 2
RAIN = 3
COLD = 4
HEAT = 5
LIGHTNING = 6 // magic damage
POISON = 7
SNOW = 8
Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax:
onDamage( damaged, attacker, damageValue, damageType )
Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script
Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected.
Added new Character JS property to get/set state of a character's permanent magic reflect ability:
.permanentMagicReflect // 0 = disable, 1 = enable
Added special abilities/effects for the following NPCs:
Acid Elementals now have a chance to damage the melee weapons of their attackers
Dull Copper Elementals now explode on death
Shadow Iron Elemental is immune to targeted spell damage
Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker
Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds
Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker
Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds
Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds
Phoenixes deal passive area damage to nearby players every 5 to 10 seconds
Pixies have a chance to cast a random spell upon receiving a death blow:
Bless (target)
Curse (target)
Explosion (target)
Greater Poison (target)
Greater Heal (self, prevents death)
Ethereal Warriors will now resurrect dead players with positive karma
Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit
Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health:
Hell Cat, 5 to 8 dmg at max health
Fire Steed, 6 to 9 dmg at max health
Hell Hounds, 8 to 11 dmg at max health
Lava Lizard, 8 to 11 dmg at max health
Predator Hell Cat, 9 to 14 dmg at max health
Sea Serpent, 11 to 17 dmg at max health
Swamp Dragon, 15 to 22 dmg at max health
Armored Swamp Dragon, 15 to 22 dmg at max health
Fire Gargoyle, 20 to 30 dmg at max health
Deep Sea Serpent, 21 to 32 dmg at max health
Serpentine Dragon, 22 to 32 dmg at max health
Drake (Gray), 22 to 32 dmg at max health
Drake (Red), 22 to 32 dmg at max health
Nightmare, 26 to 39 dmg at max health
Dark Steed, 26 to 39 dmg at max health
Silver Steed, 26 to 39 dmg at max health
Kraken, 39 to 59 dmg at max health
Dragon (Red), 41 to 62 dmg at max health
Dragon (Gray), 41 to 62 dmg at max health
Shadow Wyrm, 50 to 75 dmg at max health
Reptalon, 51 to 77 dmg at max health
Skeletal Dragon, 52 to 77 dmg at max health
Ancient Wyrm, 60 to 90 dmg at max health
Update stats, skills and loot for all currently implemented NPCs
Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3
Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer)
Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early
Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked:
ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10%
Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting:
ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s
Fixed a bug where players who never entered combat mode could fire ranged weapons while moving
Updated Add-menu with some improvements for usability:
Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs
Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options:
Option to add chosen item at specific location instead of in GM's backpack
Option to add chosen item repeatedly until cancelled
Option to automatically reopen Add-menu on last menu that was open when a selection is made
Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default)
Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default)
Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on
Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax:
.SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini
.SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text
.SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color
.SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments
Fixed a bug where hair/beard items could show up inside corpses
Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up
Fixed a bug where players would be unable to pick up a freely movable item from a locked down container
Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages
Added support for new Dictionary language:
dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0)
Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js)
Added modification of some creatures stats after they've been tamed (js/skill/taming.js)
Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe)
Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem
Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players):
.GetTempTag( "tagName" )
.SetTempTag( "tagName", tagValue )
When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match
Fixed a server crash caused by empty speech messages sent from certain clients
Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly
Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal)
The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply:
If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell)
If caster's combined skill is higher than 70.2, poison strength equals Greater Poison
If caster's combined skill is higher than 30.2, poison strength equals Normal Poison
If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison
If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level
Fixed an issue that would would let players move faster than they should have been allowed to
Fixed misc issues with Party System:
Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range
Players who get disconnected or relog should now find themselves back in the same party they were in previously
Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging)
World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
}
else
{
2026-06-14 08:00:15 +02:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 240 , 320 , ( pre70300Client ? 0x867 : 0x16c6 ) , ( pre70300Client ? 0x868 : 0x16c7 ) , 1 , 0 , 50006 ) ) ;
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
}
// Force-Movable On
TAGMAPOBJECT forceMovableOn = mChar - > GetTag ( " forceMovableOn " ) ;
if ( forceMovableOn . m_IntValue = = 1 )
{
2026-06-14 08:00:15 +02:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 350 , 320 , ( pre70300Client ? 0x869 : 0x16c4 ) , ( pre70300Client ? 0x86a : 0x16c5 ) , 1 , 0 , 50007 ) ) ;
0.99.4x
Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color
Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange
Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items.
Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now
Exposed Item property to JS engine, which contains serial of the creator of an item:
.creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip
Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions.
Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc.
onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client
Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients
Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again
Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version
Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion.
Examples:
exceedingly accurate war hammer of vanquishing
substantial, accurate axe of power and Daemon's Breath
silver long sword
massive platemail arms of Protection
metal shield of defense
durable ringmail tunic of guarding
All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them!
Related scripts:
js/item/magic_armor_equipeffects.js
js/item/magic_weapon_accbonus.js
js/item/magic_weapon_equip.js
js/item/magic_weapon_spell_attack.js
The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated.
A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents!
Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided
Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash
Added additional object properties to 'get and 'set commands:
.shouldSave // Determines if an item should be saved in worldfiles or not
.baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective
.maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target
The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked!
STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn
Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc)
Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax:
.Damage( amount )
.Damage( amount, damageType )
.Damage( amount, damageType, attacker )
.Damage( amount, damageType, attacker, doRepsys )
Supported damageTypes:
PHYSICAL = 1
LIGHT = 2
RAIN = 3
COLD = 4
HEAT = 5
LIGHTNING = 6 // magic damage
POISON = 7
SNOW = 8
Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax:
onDamage( damaged, attacker, damageValue, damageType )
Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script
Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected.
Added new Character JS property to get/set state of a character's permanent magic reflect ability:
.permanentMagicReflect // 0 = disable, 1 = enable
Added special abilities/effects for the following NPCs:
Acid Elementals now have a chance to damage the melee weapons of their attackers
Dull Copper Elementals now explode on death
Shadow Iron Elemental is immune to targeted spell damage
Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker
Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds
Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker
Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds
Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds
Phoenixes deal passive area damage to nearby players every 5 to 10 seconds
Pixies have a chance to cast a random spell upon receiving a death blow:
Bless (target)
Curse (target)
Explosion (target)
Greater Poison (target)
Greater Heal (self, prevents death)
Ethereal Warriors will now resurrect dead players with positive karma
Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit
Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health:
Hell Cat, 5 to 8 dmg at max health
Fire Steed, 6 to 9 dmg at max health
Hell Hounds, 8 to 11 dmg at max health
Lava Lizard, 8 to 11 dmg at max health
Predator Hell Cat, 9 to 14 dmg at max health
Sea Serpent, 11 to 17 dmg at max health
Swamp Dragon, 15 to 22 dmg at max health
Armored Swamp Dragon, 15 to 22 dmg at max health
Fire Gargoyle, 20 to 30 dmg at max health
Deep Sea Serpent, 21 to 32 dmg at max health
Serpentine Dragon, 22 to 32 dmg at max health
Drake (Gray), 22 to 32 dmg at max health
Drake (Red), 22 to 32 dmg at max health
Nightmare, 26 to 39 dmg at max health
Dark Steed, 26 to 39 dmg at max health
Silver Steed, 26 to 39 dmg at max health
Kraken, 39 to 59 dmg at max health
Dragon (Red), 41 to 62 dmg at max health
Dragon (Gray), 41 to 62 dmg at max health
Shadow Wyrm, 50 to 75 dmg at max health
Reptalon, 51 to 77 dmg at max health
Skeletal Dragon, 52 to 77 dmg at max health
Ancient Wyrm, 60 to 90 dmg at max health
Update stats, skills and loot for all currently implemented NPCs
Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3
Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer)
Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early
Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked:
ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10%
Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting:
ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s
Fixed a bug where players who never entered combat mode could fire ranged weapons while moving
Updated Add-menu with some improvements for usability:
Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs
Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options:
Option to add chosen item at specific location instead of in GM's backpack
Option to add chosen item repeatedly until cancelled
Option to automatically reopen Add-menu on last menu that was open when a selection is made
Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default)
Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default)
Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on
Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax:
.SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini
.SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text
.SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color
.SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments
Fixed a bug where hair/beard items could show up inside corpses
Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up
Fixed a bug where players would be unable to pick up a freely movable item from a locked down container
Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages
Added support for new Dictionary language:
dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0)
Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js)
Added modification of some creatures stats after they've been tamed (js/skill/taming.js)
Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe)
Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem
Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players):
.GetTempTag( "tagName" )
.SetTempTag( "tagName", tagValue )
When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match
Fixed a server crash caused by empty speech messages sent from certain clients
Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly
Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal)
The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply:
If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell)
If caster's combined skill is higher than 70.2, poison strength equals Greater Poison
If caster's combined skill is higher than 30.2, poison strength equals Normal Poison
If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison
If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level
Fixed an issue that would would let players move faster than they should have been allowed to
Fixed misc issues with Party System:
Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range
Players who get disconnected or relog should now find themselves back in the same party they were in previously
Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging)
World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
}
else
{
2026-06-14 08:00:15 +02:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 350 , 320 , ( pre70300Client ? 0x867 : 0x16c0 ) , ( pre70300Client ? 0x868 : 0x16c1 ) , 1 , 0 , 50007 ) ) ;
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
}
szBuffer = " Default Movable State of Items " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 230 , 300 , 94 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
szBuffer = " Force OFF " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 275 , 325 , 27 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
szBuffer = " Force ON " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 385 , 325 , 72 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
// Settings Options END
2012-11-03 18:11:04 +00:00
// Reserved pages 900-999 for the online help system. (comming soon)
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
toSend . addCommand ( " page 31 " ) ;
2012-11-03 18:11:04 +00:00
// Ok display the scroll that we use to display our help information
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " resizepic %u %u %u %u %u " , xStart + 205 , yStart + 62 , 0x1432 , 175 , 200 ) ) ;
2012-11-03 18:11:04 +00:00
// Write out what page were on (Mainly for debug purposes
2022-03-04 07:35:46 -05:00
szBuffer = oldstrutil : : format ( " %5u " , 31 ) ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , xWidth - 58 , yWidth - 25 , 110 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
2012-11-03 18:11:04 +00:00
// Ok, now the job of pulling the rest of the first itemmenu information and making tabs for them
szBuffer = " Page 31 " ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " text %u %u %u %u " , 30 , yStart + 200 , 87 , linenum + + ) ) ;
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
toSend . addText ( szBuffer ) ;
2022-10-24 18:39:33 +08:00
toSend . addCommand ( oldstrutil : : format ( " button %u %u %u %u %u %u %u " , 104 , yStart + 300 , 0x138E , 0x138E , 0 , 1 , tabNumber + + ) ) ;
2012-11-03 18:11:04 +00:00
# if defined( UOX_DEBUG_MODE )
Console < < " ============================== " < < myendl ;
# endif
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
// Finish up and send the gump to the client socket.
2012-11-03 18:11:04 +00:00
toSend . Finalize ( ) ;
s - > Send ( & toSend ) ;
2002-04-07 21:27:53 +00:00
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - CPIHelpRequest::Handle()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
//| Purpose - Opens the "Help" Menu from the paperdoll
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
2012-11-03 18:11:04 +00:00
bool CPIHelpRequest : : Handle ( void )
{
UI16 gmnumber = 0 ;
CChar * mChar = tSock - > CurrcharObj ( ) ;
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
0.99.5a
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
std : : vector < UI16 > scriptTriggers = mChar - > GetScriptTriggers ( ) ;
for ( auto scriptTrig : scriptTriggers )
{
cScript * toExecute = JSMapping - > GetScript ( scriptTrig ) ;
if ( toExecute ! = nullptr )
{
if ( toExecute - > OnHelpButton ( mChar ) = = 0 )
{
return true ;
}
}
}
// No individual scripts handling OnHelpButton returned true - let's check global script!
2022-10-24 18:39:33 +08:00
cScript * toExecute = JSMapping - > GetScript ( static_cast < UI16 > ( 0 ) ) ;
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
if ( toExecute ! = nullptr )
{
if ( toExecute - > OnHelpButton ( mChar ) = = 0 )
{
return true ;
}
}
2022-10-24 18:39:33 +08:00
std : : string sect = std : : string ( " GMMENU " ) + oldstrutil : : number ( menuNum ) ;
CScriptSection * GMMenu = FileLookup - > FindEntry ( sect , menus_def ) ;
2021-06-12 07:30:23 -04:00
if ( GMMenu = = nullptr )
2012-11-03 18:11:04 +00:00
return true ;
std : : string line ;
CPOpenGump toSend ( * mChar ) ;
toSend . GumpIndex ( menuNum ) ;
2021-04-26 00:42:07 +08:00
std : : string tag = GMMenu - > First ( ) ;
std : : string data = GMMenu - > GrabData ( ) ;
2012-11-03 18:11:04 +00:00
line = tag + " " + data ;
toSend . Question ( line ) ;
for ( tag = GMMenu - > Next ( ) ; ! GMMenu - > AtEnd ( ) ; tag = GMMenu - > Next ( ) )
{
data = GMMenu - > GrabData ( ) ;
line = tag + " " + data ;
toSend . AddResponse ( gmnumber + + , 0 , line ) ;
tag = GMMenu - > Next ( ) ;
}
toSend . Finalize ( ) ;
tSock - > Send ( & toSend ) ;
return true ;
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - CPage()
//o------------------------------------------------------------------------------------------------o
2012-11-03 18:11:04 +00:00
//| Purpose - Used when player pages a counselor
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
2012-11-03 18:11:04 +00:00
void CPage ( CSocket * s , const std : : string & reason )
2002-04-07 21:27:53 +00:00
{
CChar * mChar = s - > CurrcharObj ( ) ;
2012-11-03 18:11:04 +00:00
UI08 a1 = mChar - > GetSerial ( 1 ) ;
UI08 a2 = mChar - > GetSerial ( 2 ) ;
UI08 a3 = mChar - > GetSerial ( 3 ) ;
UI08 a4 = mChar - > GetSerial ( 4 ) ;
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
2022-10-24 18:39:33 +08:00
CHelpRequest pageToAdd ;
2012-11-03 18:11:04 +00:00
pageToAdd . Reason ( reason ) ;
pageToAdd . WhoPaging ( mChar - > GetSerial ( ) ) ;
pageToAdd . IsHandled ( false ) ;
2022-10-24 18:39:33 +08:00
pageToAdd . TimeOfPage ( time ( nullptr ) ) ;
2012-11-03 18:11:04 +00:00
SERIAL callNum = CounselorQueue - > Add ( & pageToAdd ) ;
if ( callNum ! = INVALIDSERIAL )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
mChar - > SetPlayerCallNum ( callNum ) ;
if ( reason = = " OTHER " )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
mChar - > SetSpeechMode ( 2 ) ;
2022-10-24 18:39:33 +08:00
s - > SysMessage ( 359 ) ; // Please enter the reason for your Counselor request.
2002-04-07 21:27:53 +00:00
}
else
{
2012-11-03 18:11:04 +00:00
bool x = false ;
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
2012-11-03 18:11:04 +00:00
{
2022-10-24 18:39:33 +08:00
for ( auto & iSock : Network - > connClients )
{
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
CChar * iChar = iSock - > CurrcharObj ( ) ;
2022-10-24 18:39:33 +08:00
if ( iChar - > IsGMPageable ( ) | | iChar - > IsCounselor ( ) )
{
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
x = true ;
2022-10-24 18:39:33 +08:00
iSock - > SysMessage ( oldstrutil : : format ( 1024 , " Counselor Page from %s [%x %x %x %x]: %s " , mChar - > GetName ( ) . c_str ( ) , a1 , a2 , a3 , a4 , reason . c_str ( ) ) ) ;
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
}
2012-11-03 18:11:04 +00:00
}
}
2022-10-24 18:39:33 +08:00
if ( x )
{
s - > SysMessage ( 360 ) ; // Your request for info has been logged, and will be handled by a Counselor as soon as possible!
2022-06-07 13:50:49 -04:00
}
2022-10-24 18:39:33 +08:00
else
{
s - > SysMessage ( 361 ) ; // Your request for info has been logged, and will be handled by a Counselor as soon as possible!
2022-06-07 13:50:49 -04:00
}
2002-04-07 21:27:53 +00:00
}
}
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function : GMPage()
//o------------------------------------------------------------------------------------------------o
2012-11-03 18:11:04 +00:00
//| Purpose : Used when player calls a GM
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
2012-11-03 18:11:04 +00:00
void GMPage ( CSocket * s , const std : : string & reason )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
CChar * mChar = s - > CurrcharObj ( ) ;
UI08 a1 = mChar - > GetSerial ( 1 ) ;
UI08 a2 = mChar - > GetSerial ( 2 ) ;
UI08 a3 = mChar - > GetSerial ( 3 ) ;
UI08 a4 = mChar - > GetSerial ( 4 ) ;
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
2022-10-24 18:39:33 +08:00
CHelpRequest pageToAdd ;
2012-11-03 18:11:04 +00:00
pageToAdd . Reason ( reason ) ;
pageToAdd . WhoPaging ( mChar - > GetSerial ( ) ) ;
pageToAdd . IsHandled ( false ) ;
2022-10-24 18:39:33 +08:00
pageToAdd . TimeOfPage ( time ( nullptr ) ) ;
2012-11-03 18:11:04 +00:00
SERIAL callNum = GMQueue - > Add ( & pageToAdd ) ;
if ( callNum ! = INVALIDSERIAL )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
mChar - > SetPlayerCallNum ( callNum ) ;
if ( reason = = " OTHER " )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
mChar - > SetSpeechMode ( 1 ) ;
2022-10-24 18:39:33 +08:00
s - > SysMessage ( 362 ) ; // Please enter the reason for your GM request.
2012-11-03 18:11:04 +00:00
}
else
{
bool x = false ;
{
2022-10-24 18:39:33 +08:00
for ( auto & iSock : Network - > connClients )
{
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
CChar * iChar = iSock - > CurrcharObj ( ) ;
2022-10-24 18:39:33 +08:00
if ( ValidateObject ( iChar ) )
{
2022-06-07 13:50:49 -04:00
if ( iChar - > IsGMPageable ( ) )
{
x = true ;
2022-10-24 18:39:33 +08:00
iSock - > SysMessage ( oldstrutil : : format ( 1024 , " Page from %s [%x %x %x %x]: %s " , mChar - > GetName ( ) . c_str ( ) , a1 , a2 , a3 , a4 , reason . c_str ( ) ) ) ;
2022-06-07 13:50:49 -04:00
}
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
}
2012-11-03 18:11:04 +00:00
}
}
2022-10-24 18:39:33 +08:00
if ( x )
{
s - > SysMessage ( 363 ) ; // Your request for assistance has been logged, and will be handled by a GM as soon as possible!
2022-06-07 13:50:49 -04:00
}
2022-10-24 18:39:33 +08:00
else
{
s - > SysMessage ( 364 ) ; // Your request for assistance has been logged, and will be handled by a GM as soon as possible!
2022-06-07 13:50:49 -04:00
}
2002-04-07 21:27:53 +00:00
}
}
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - HandleGumpCommand()
//o------------------------------------------------------------------------------------------------o
2012-11-03 18:11:04 +00:00
//| Purpose - Execute a command from scripts
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
2021-04-25 00:22:13 +08:00
void HandleGumpCommand ( CSocket * s , std : : string cmd , std : : string data )
2003-03-05 00:53:45 +00:00
{
2012-11-03 18:11:04 +00:00
if ( ! s | | cmd . empty ( ) )
return ;
2003-03-05 00:53:45 +00:00
2018-09-20 09:31:55 +08:00
CChar * mChar = s - > CurrcharObj ( ) ;
2022-03-04 07:35:46 -05:00
cmd = oldstrutil : : upper ( cmd ) ;
2026-03-05 09:49:07 -06:00
//data = oldstrutil::upper( data );
2021-04-25 00:22:13 +08:00
std : : string builtString ;
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
2012-11-03 18:11:04 +00:00
switch ( cmd . data ( ) [ 0 ] )
2003-03-05 00:53:45 +00:00
{
2012-11-03 18:11:04 +00:00
case ' A ' :
if ( ! data . empty ( ) )
{
bool runCommand = false ;
ObjectType itemType = OT_ITEM ;
if ( cmd = = " ADDITEM " )
2022-10-24 18:39:33 +08:00
{
2012-11-03 18:11:04 +00:00
runCommand = true ;
2022-10-24 18:39:33 +08:00
}
2012-11-03 18:11:04 +00:00
else if ( cmd = = " ADDSPAWNER " )
{
runCommand = true ;
itemType = OT_SPAWNER ;
}
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
TAGMAPOBJECT reopenMenu = mChar - > GetTag ( " reopenMenu " ) ;
2012-11-03 18:11:04 +00:00
if ( runCommand )
{
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
TAGMAPOBJECT addAtLoc = mChar - > GetTag ( " addAtLoc " ) ;
TAGMAPOBJECT repeatAdd = mChar - > GetTag ( " repeatAdd " ) ;
TAGMAPOBJECT forceDecayOn = mChar - > GetTag ( " forceDecayOn " ) ;
TAGMAPOBJECT forceDecayOff = mChar - > GetTag ( " forceDecayOff " ) ;
TAGMAPOBJECT forceMovableOn = mChar - > GetTag ( " forceMovableOn " ) ;
TAGMAPOBJECT forceMovableOff = mChar - > GetTag ( " forceMovableOff " ) ;
2022-03-04 07:35:46 -05:00
auto secs = oldstrutil : : sections ( data , " , " ) ;
2021-04-25 00:22:13 +08:00
if ( secs . size ( ) > 1 )
2012-11-03 18:11:04 +00:00
{
2022-03-04 07:35:46 -05:00
std : : string tmp = oldstrutil : : trim ( oldstrutil : : removeTrailing ( secs [ 0 ] , " // " ) ) ;
2022-10-24 23:42:16 +08:00
UI16 num = oldstrutil : : value < UI16 > ( oldstrutil : : trim ( oldstrutil : : removeTrailing ( secs [ 1 ] , " // " ) ) ) ;
0.99.4x
Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color
Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange
Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items.
Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now
Exposed Item property to JS engine, which contains serial of the creator of an item:
.creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip
Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions.
Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc.
onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client
Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients
Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again
Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version
Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion.
Examples:
exceedingly accurate war hammer of vanquishing
substantial, accurate axe of power and Daemon's Breath
silver long sword
massive platemail arms of Protection
metal shield of defense
durable ringmail tunic of guarding
All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them!
Related scripts:
js/item/magic_armor_equipeffects.js
js/item/magic_weapon_accbonus.js
js/item/magic_weapon_equip.js
js/item/magic_weapon_spell_attack.js
The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated.
A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents!
Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided
Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash
Added additional object properties to 'get and 'set commands:
.shouldSave // Determines if an item should be saved in worldfiles or not
.baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective
.maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target
The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked!
STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn
Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc)
Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax:
.Damage( amount )
.Damage( amount, damageType )
.Damage( amount, damageType, attacker )
.Damage( amount, damageType, attacker, doRepsys )
Supported damageTypes:
PHYSICAL = 1
LIGHT = 2
RAIN = 3
COLD = 4
HEAT = 5
LIGHTNING = 6 // magic damage
POISON = 7
SNOW = 8
Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax:
onDamage( damaged, attacker, damageValue, damageType )
Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script
Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected.
Added new Character JS property to get/set state of a character's permanent magic reflect ability:
.permanentMagicReflect // 0 = disable, 1 = enable
Added special abilities/effects for the following NPCs:
Acid Elementals now have a chance to damage the melee weapons of their attackers
Dull Copper Elementals now explode on death
Shadow Iron Elemental is immune to targeted spell damage
Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker
Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds
Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker
Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds
Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds
Phoenixes deal passive area damage to nearby players every 5 to 10 seconds
Pixies have a chance to cast a random spell upon receiving a death blow:
Bless (target)
Curse (target)
Explosion (target)
Greater Poison (target)
Greater Heal (self, prevents death)
Ethereal Warriors will now resurrect dead players with positive karma
Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit
Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health:
Hell Cat, 5 to 8 dmg at max health
Fire Steed, 6 to 9 dmg at max health
Hell Hounds, 8 to 11 dmg at max health
Lava Lizard, 8 to 11 dmg at max health
Predator Hell Cat, 9 to 14 dmg at max health
Sea Serpent, 11 to 17 dmg at max health
Swamp Dragon, 15 to 22 dmg at max health
Armored Swamp Dragon, 15 to 22 dmg at max health
Fire Gargoyle, 20 to 30 dmg at max health
Deep Sea Serpent, 21 to 32 dmg at max health
Serpentine Dragon, 22 to 32 dmg at max health
Drake (Gray), 22 to 32 dmg at max health
Drake (Red), 22 to 32 dmg at max health
Nightmare, 26 to 39 dmg at max health
Dark Steed, 26 to 39 dmg at max health
Silver Steed, 26 to 39 dmg at max health
Kraken, 39 to 59 dmg at max health
Dragon (Red), 41 to 62 dmg at max health
Dragon (Gray), 41 to 62 dmg at max health
Shadow Wyrm, 50 to 75 dmg at max health
Reptalon, 51 to 77 dmg at max health
Skeletal Dragon, 52 to 77 dmg at max health
Ancient Wyrm, 60 to 90 dmg at max health
Update stats, skills and loot for all currently implemented NPCs
Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3
Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer)
Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early
Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked:
ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10%
Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting:
ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s
Fixed a bug where players who never entered combat mode could fire ranged weapons while moving
Updated Add-menu with some improvements for usability:
Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs
Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options:
Option to add chosen item at specific location instead of in GM's backpack
Option to add chosen item repeatedly until cancelled
Option to automatically reopen Add-menu on last menu that was open when a selection is made
Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default)
Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default)
Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on
Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax:
.SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini
.SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text
.SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color
.SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments
Fixed a bug where hair/beard items could show up inside corpses
Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up
Fixed a bug where players would be unable to pick up a freely movable item from a locked down container
Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages
Added support for new Dictionary language:
dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0)
Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js)
Added modification of some creatures stats after they've been tamed (js/skill/taming.js)
Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe)
Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem
Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players):
.GetTempTag( "tagName" )
.SetTempTag( "tagName", tagValue )
When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match
Fixed a server crash caused by empty speech messages sent from certain clients
Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly
Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal)
The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply:
If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell)
If caster's combined skill is higher than 70.2, poison strength equals Greater Poison
If caster's combined skill is higher than 30.2, poison strength equals Normal Poison
If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison
If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level
Fixed an issue that would would let players move faster than they should have been allowed to
Fixed misc issues with Party System:
Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range
Players who get disconnected or relog should now find themselves back in the same party they were in previously
Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging)
World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
if ( addAtLoc . m_IntValue = = 1 )
{
std : : string addCmd = " " ;
if ( repeatAdd . m_IntValue = = 1 )
{
if ( itemType = = OT_SPAWNER )
2022-10-24 18:39:33 +08:00
{
2022-03-04 07:35:46 -05:00
addCmd = oldstrutil : : format ( " raddspawner %s " , tmp . c_str ( ) ) ;
2022-10-24 18:39:33 +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
else
2022-10-24 18:39:33 +08:00
{
2022-03-04 07:35:46 -05:00
addCmd = oldstrutil : : format ( " radditem %s " , tmp . c_str ( ) ) ;
2022-10-24 18:39:33 +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
}
else
{
if ( itemType = = OT_SPAWNER )
2022-10-24 18:39:33 +08:00
{
2022-03-04 07:35:46 -05:00
addCmd = oldstrutil : : format ( " add spawner %s " , tmp . c_str ( ) ) ;
2022-10-24 18:39:33 +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
else
2022-10-24 18:39:33 +08:00
{
2022-03-04 07:35:46 -05:00
addCmd = oldstrutil : : format ( " add item %s " , tmp . c_str ( ) ) ;
2022-10-24 18:39:33 +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
}
Commands - > Command ( s , mChar , addCmd ) ;
}
else if ( repeatAdd . m_IntValue = = 1 )
{
std : : string addCmd = " " ;
if ( itemType = = OT_SPAWNER )
2022-10-24 18:39:33 +08:00
{
2022-03-04 07:35:46 -05:00
addCmd = oldstrutil : : format ( " raddspawner %s " , tmp . c_str ( ) ) ;
2022-10-24 18:39:33 +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
else
2022-10-24 18:39:33 +08:00
{
2022-03-04 07:35:46 -05:00
addCmd = oldstrutil : : format ( " radditem %s " , tmp . c_str ( ) ) ;
2022-10-24 18:39:33 +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
Commands - > Command ( s , mChar , addCmd ) ;
}
else
{
2022-10-27 00:54:41 +08:00
CItem * newItem = Items - > CreateScriptItem ( s , mChar , tmp , num , itemType , true ) ;
UOX3 0.99.5b-6
Increased world load speed by almost 20% by reducing how often loading progress is written to the console
Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast
Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command
Fixed a server crash involving moving items from decaying corpses to the ground
Fixed a server crash involving carving up human corpses
Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions)
Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack
Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs
Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs
Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later
Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen
Exposed the new item property to JS engine:
.isMarkedByMaker // If true, maker's mark will be displayed
Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality
Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item
Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items
Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title
Added new UOX.INI settings under the [settings] section:
DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level
SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads
SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead
GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs
Added new UOX.INI settings under the [combat] section:
PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat
HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat
NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat
Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail
Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it
Updated behaviour of planks on boats:
Boat key can unlock plank, but won't automatically open it
Boat key used on an open, unlocked plank will lock and automatically close the plank
Boat key used on an open, locked plank will unlock the plank and leave it open
Player using an unlocked plank now opens it
Player using an open plank will disembark (if onboard) or embark (if not) the boat
Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat.
Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds
Updated behaviour of Magic Lock/Unlock spells:
Magic Lock cannot be used on objects inside a multi
Magic Lock applies difficulty to lock based on caster's Magery skill
Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill)
Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill
Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before.
Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly
Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly
Added a new JS Function:
GetStartTime() // Returns a timestamp for when server started up
Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly
Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later
Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly
Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea
Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild"
Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles
Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude
Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs
Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process
Fixed an issue that prevented the Teleport spell from working as intended
Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0
Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes
Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js)
Added a system message to inform the player when they've dropped out of stealth due to taking too many steps
Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet
Fixed a bug where character corpses would appear with a [unidentified] tag attached
Fixed an issue where the [unidentified] tag did not show up for unidentified magic items
Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn)
Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows
Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
if ( ValidateObject ( newItem ) )
{
if ( forceDecayOff . m_IntValue = = 1 )
{
newItem - > SetDecayable ( false ) ;
}
else if ( forceDecayOn . m_IntValue = = 1 )
{
newItem - > SetDecayable ( true ) ;
}
if ( forceMovableOff . m_IntValue = = 1 )
{
newItem - > SetMovable ( 2 ) ;
}
else if ( forceMovableOn . m_IntValue = = 1 )
{
newItem - > SetMovable ( 1 ) ;
}
}
else if ( ! ValidateObject ( mChar - > GetItemAtLayer ( IL_PACKITEM ) ) )
{
2022-10-24 18:39:33 +08:00
s - > SysMessage ( 9150 ) ; // No backpack detected, unable to add item! Try the 'addpack command?
UOX3 0.99.5b-6
Increased world load speed by almost 20% by reducing how often loading progress is written to the console
Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast
Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command
Fixed a server crash involving moving items from decaying corpses to the ground
Fixed a server crash involving carving up human corpses
Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions)
Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack
Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs
Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs
Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later
Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen
Exposed the new item property to JS engine:
.isMarkedByMaker // If true, maker's mark will be displayed
Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality
Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item
Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items
Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title
Added new UOX.INI settings under the [settings] section:
DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level
SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads
SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead
GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs
Added new UOX.INI settings under the [combat] section:
PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat
HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat
NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat
Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail
Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it
Updated behaviour of planks on boats:
Boat key can unlock plank, but won't automatically open it
Boat key used on an open, unlocked plank will lock and automatically close the plank
Boat key used on an open, locked plank will unlock the plank and leave it open
Player using an unlocked plank now opens it
Player using an open plank will disembark (if onboard) or embark (if not) the boat
Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat.
Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds
Updated behaviour of Magic Lock/Unlock spells:
Magic Lock cannot be used on objects inside a multi
Magic Lock applies difficulty to lock based on caster's Magery skill
Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill)
Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill
Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before.
Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly
Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly
Added a new JS Function:
GetStartTime() // Returns a timestamp for when server started up
Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly
Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later
Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly
Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea
Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild"
Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles
Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude
Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs
Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process
Fixed an issue that prevented the Teleport spell from working as intended
Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0
Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes
Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js)
Added a system message to inform the player when they've dropped out of stealth due to taking too many steps
Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet
Fixed a bug where character corpses would appear with a [unidentified] tag attached
Fixed an issue where the [unidentified] tag did not show up for unidentified magic items
Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn)
Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows
Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
}
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
}
2012-11-03 18:11:04 +00:00
}
else
2021-04-25 00:22:13 +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
if ( addAtLoc . m_IntValue = = 1 )
{
std : : string addCmd = " " ;
if ( repeatAdd . m_IntValue = = 1 )
{
if ( itemType = = OT_SPAWNER )
2022-10-24 18:39:33 +08:00
{
2022-03-04 07:35:46 -05:00
addCmd = oldstrutil : : format ( " raddspawner %s " , data . c_str ( ) ) ;
2022-10-24 18:39:33 +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
else
2022-10-24 18:39:33 +08:00
{
2022-03-04 07:35:46 -05:00
addCmd = oldstrutil : : format ( " radditem %s " , data . c_str ( ) ) ;
2022-10-24 18:39:33 +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
}
else
{
if ( itemType = = OT_SPAWNER )
2022-10-24 18:39:33 +08:00
{
2022-03-04 07:35:46 -05:00
addCmd = oldstrutil : : format ( " add spawner %s " , data . c_str ( ) ) ;
2022-10-24 18:39:33 +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
else
2022-10-24 18:39:33 +08:00
{
2022-03-04 07:35:46 -05:00
addCmd = oldstrutil : : format ( " add item %s " , data . c_str ( ) ) ;
2022-10-24 18:39:33 +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
}
Commands - > Command ( s , mChar , addCmd ) ;
}
else if ( repeatAdd . m_IntValue = = 1 )
{
std : : string addCmd = " " ;
if ( itemType = = OT_SPAWNER )
2022-10-24 18:39:33 +08:00
{
2022-03-04 07:35:46 -05:00
addCmd = oldstrutil : : format ( " raddspawner %s " , data . c_str ( ) ) ;
2022-10-24 18:39:33 +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
else
2022-10-24 18:39:33 +08:00
{
2022-03-04 07:35:46 -05:00
addCmd = oldstrutil : : format ( " radditem %s " , data . c_str ( ) ) ;
2022-10-24 18:39:33 +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
Commands - > Command ( s , mChar , addCmd ) ;
}
else
{
2022-10-27 00:54:41 +08:00
CItem * newItem = Items - > CreateScriptItem ( s , mChar , data , 0 , itemType , true ) ;
UOX3 0.99.5b-6
Increased world load speed by almost 20% by reducing how often loading progress is written to the console
Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast
Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command
Fixed a server crash involving moving items from decaying corpses to the ground
Fixed a server crash involving carving up human corpses
Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions)
Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack
Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs
Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs
Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later
Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen
Exposed the new item property to JS engine:
.isMarkedByMaker // If true, maker's mark will be displayed
Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality
Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item
Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items
Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title
Added new UOX.INI settings under the [settings] section:
DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level
SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads
SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead
GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs
Added new UOX.INI settings under the [combat] section:
PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat
HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat
NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat
Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail
Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it
Updated behaviour of planks on boats:
Boat key can unlock plank, but won't automatically open it
Boat key used on an open, unlocked plank will lock and automatically close the plank
Boat key used on an open, locked plank will unlock the plank and leave it open
Player using an unlocked plank now opens it
Player using an open plank will disembark (if onboard) or embark (if not) the boat
Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat.
Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds
Updated behaviour of Magic Lock/Unlock spells:
Magic Lock cannot be used on objects inside a multi
Magic Lock applies difficulty to lock based on caster's Magery skill
Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill)
Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill
Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before.
Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly
Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly
Added a new JS Function:
GetStartTime() // Returns a timestamp for when server started up
Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly
Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later
Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly
Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea
Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild"
Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles
Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude
Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs
Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process
Fixed an issue that prevented the Teleport spell from working as intended
Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0
Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes
Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js)
Added a system message to inform the player when they've dropped out of stealth due to taking too many steps
Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet
Fixed a bug where character corpses would appear with a [unidentified] tag attached
Fixed an issue where the [unidentified] tag did not show up for unidentified magic items
Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn)
Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows
Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
if ( ValidateObject ( newItem ) )
{
if ( forceDecayOff . m_IntValue = = 1 )
{
newItem - > SetDecayable ( false ) ;
}
else if ( forceDecayOn . m_IntValue = = 1 )
{
newItem - > SetDecayable ( true ) ;
}
if ( forceMovableOff . m_IntValue = = 1 )
{
newItem - > SetMovable ( 2 ) ;
}
else if ( forceMovableOn . m_IntValue = = 1 )
{
newItem - > SetMovable ( 1 ) ;
}
}
else if ( ! ValidateObject ( mChar - > GetItemAtLayer ( IL_PACKITEM ) ) )
{
2022-10-24 18:39:33 +08:00
s - > SysMessage ( 9150 ) ; // No backpack detected, unable to add item! Try the 'addpack command?
UOX3 0.99.5b-6
Increased world load speed by almost 20% by reducing how often loading progress is written to the console
Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast
Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command
Fixed a server crash involving moving items from decaying corpses to the ground
Fixed a server crash involving carving up human corpses
Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions)
Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack
Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs
Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs
Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later
Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen
Exposed the new item property to JS engine:
.isMarkedByMaker // If true, maker's mark will be displayed
Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality
Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item
Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items
Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title
Added new UOX.INI settings under the [settings] section:
DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level
SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads
SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead
GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs
Added new UOX.INI settings under the [combat] section:
PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat
HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat
NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat
Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail
Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it
Updated behaviour of planks on boats:
Boat key can unlock plank, but won't automatically open it
Boat key used on an open, unlocked plank will lock and automatically close the plank
Boat key used on an open, locked plank will unlock the plank and leave it open
Player using an unlocked plank now opens it
Player using an open plank will disembark (if onboard) or embark (if not) the boat
Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat.
Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds
Updated behaviour of Magic Lock/Unlock spells:
Magic Lock cannot be used on objects inside a multi
Magic Lock applies difficulty to lock based on caster's Magery skill
Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill)
Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill
Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before.
Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly
Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly
Added a new JS Function:
GetStartTime() // Returns a timestamp for when server started up
Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly
Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later
Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly
Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea
Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild"
Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles
Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude
Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs
Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process
Fixed an issue that prevented the Teleport spell from working as intended
Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0
Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes
Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js)
Added a system message to inform the player when they've dropped out of stealth due to taking too many steps
Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet
Fixed a bug where character corpses would appear with a [unidentified] tag attached
Fixed an issue where the [unidentified] tag did not show up for unidentified magic items
Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn)
Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows
Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
}
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
}
2021-04-25 00:22:13 +08:00
}
2012-11-03 18:11:04 +00:00
}
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
if ( reopenMenu . m_IntValue = = 1 )
{
2022-03-04 07:35:46 -05:00
std : : string menuString = oldstrutil : : format ( " itemmenu %d " , s - > TempInt ( ) ) ;
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
Commands - > Command ( s , mChar , menuString ) ;
}
2012-11-03 18:11:04 +00:00
}
break ;
case ' C ' :
if ( cmd = = " CPAGE " )
{
if ( data . empty ( ) )
return ;
2022-10-24 18:39:33 +08:00
2012-11-03 18:11:04 +00:00
CPage ( s , data ) ;
}
break ;
case ' G ' :
if ( cmd = = " GMMENU " )
{
if ( data . empty ( ) )
return ;
2022-10-24 18:39:33 +08:00
CPIHelpRequest toHandle ( s , static_cast < UI16 > ( std : : stoul ( oldstrutil : : trim ( oldstrutil : : removeTrailing ( data , " // " ) ) , nullptr , 0 ) ) ) ;
2012-11-03 18:11:04 +00:00
toHandle . Handle ( ) ;
}
else if ( cmd = = " GMPAGE " )
{
if ( data . empty ( ) )
return ;
2022-10-24 18:39:33 +08:00
2012-11-03 18:11:04 +00:00
GMPage ( s , data ) ;
}
else if ( cmd = = " GCOLLECT " )
2022-10-24 18:39:33 +08:00
{
2012-11-03 18:11:04 +00:00
CollectGarbage ( ) ;
2022-10-24 18:39:33 +08:00
}
2012-11-03 18:11:04 +00:00
else if ( cmd = = " GOPLACE " )
{
if ( data . empty ( ) )
return ;
2022-10-24 18:39:33 +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
SI08 targetWorld = - 1 ;
auto secs = oldstrutil : : sections ( data , " , " ) ;
if ( secs . size ( ) > 1 )
{
// See if a target world override was specified in travel menu (allows using same location entries in locations.dfn for Fel/Trammel, for instance)
targetWorld = oldstrutil : : value < SI08 > ( oldstrutil : : trim ( oldstrutil : : removeTrailing ( secs [ 1 ] , " // " ) ) ) ;
}
2022-10-24 18:39:33 +08:00
UI16 placeNum = static_cast < UI16 > ( std : : stoul ( oldstrutil : : trim ( oldstrutil : : removeTrailing ( data , " // " ) ) , nullptr , 0 ) ) ;
2012-11-03 18:11:04 +00:00
if ( cwmWorldState - > goPlaces . find ( placeNum ) ! = cwmWorldState - > goPlaces . end ( ) )
{
GoPlaces_st toGoTo = cwmWorldState - > goPlaces [ placeNum ] ;
2020-11-19 05:04:34 +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
auto oldWorld = mChar - > WorldNumber ( ) ;
targetWorld = targetWorld ! = - 1 ? targetWorld : static_cast < SI08 > ( toGoTo . worldNum ) ;
mChar - > SetLocation ( toGoTo . x , toGoTo . y , toGoTo . z , static_cast < UI08 > ( targetWorld ) , mChar - > GetInstanceId ( ) ) ;
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
0.99.6-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
if ( static_cast < UI08 > ( targetWorld ) ! = oldWorld )
2020-11-19 05:04:34 +08:00
{
// Change map!
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
SendMapChange ( targetWorld , s ) ;
2020-11-19 05:04:34 +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
// Additional update required for regular UO client
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
mChar - > Update ( nullptr , false , true , true ) ;
2012-11-03 18:11:04 +00:00
}
}
else if ( cmd = = " GUIINFORMATION " )
{
2022-10-24 18:39:33 +08:00
CGumpDisplay guiInfo ( s , 400 , 300 ) ;
2012-11-03 18:11:04 +00:00
guiInfo . SetTitle ( CVersionClass : : GetProductName ( ) + " Status " ) ;
builtString = GetUptime ( ) ;
2020-08-24 04:25:36 +08:00
guiInfo . AddData ( " Version " , CVersionClass : : GetVersion ( ) + " . " + CVersionClass : : GetBuild ( ) + " [ " + OS_STR + " ] " ) ;
2012-11-03 18:11:04 +00:00
guiInfo . AddData ( " Compiled By " , CVersionClass : : GetName ( ) ) ;
guiInfo . AddData ( " Uptime " , builtString ) ;
guiInfo . AddData ( " Accounts " , Accounts - > size ( ) ) ;
2022-10-24 18:39:33 +08:00
guiInfo . AddData ( " Items " , ObjectFactory : : GetSingleton ( ) . CountOfObjects ( OT_ITEM ) ) ;
guiInfo . AddData ( " Chars " , ObjectFactory : : GetSingleton ( ) . CountOfObjects ( OT_CHAR ) ) ;
guiInfo . AddData ( " Players in world " , static_cast < UI32 > ( cwmWorldState - > GetPlayersOnline ( ) ) ) ;
2012-11-03 18:11:04 +00:00
guiInfo . Send ( 0 , false , INVALIDSERIAL ) ;
}
break ;
case ' I ' :
if ( cmd = = " ITEMMENU " )
{
if ( data . empty ( ) )
return ;
2022-10-24 18:39:33 +08:00
BuildAddMenuGump ( s , static_cast < UI16 > ( std : : stoul ( oldstrutil : : trim ( oldstrutil : : removeTrailing ( data , " // " ) ) , nullptr , 0 ) ) ) ;
2012-11-03 18:11:04 +00:00
}
else if ( cmd = = " INFORMATION " )
{
builtString = GetUptime ( ) ;
2022-10-24 18:39:33 +08:00
s - > SysMessage ( 1211 , builtString . c_str ( ) , cwmWorldState - > GetPlayersOnline ( ) , Accounts - > size ( ) , ObjectFactory : : GetSingleton ( ) . CountOfObjects ( OT_ITEM ) , ObjectFactory : : GetSingleton ( ) . CountOfObjects ( OT_CHAR ) ) ;
2012-11-03 18:11:04 +00:00
}
break ;
case ' M ' :
if ( cmd = = " MAKEMENU " )
{
if ( data . empty ( ) )
return ;
2022-10-24 18:39:33 +08:00
Skills - > NewMakeMenu ( s , std : : stoi ( oldstrutil : : trim ( oldstrutil : : removeTrailing ( data , " // " ) ) , nullptr , 0 ) , static_cast < UI08 > ( s - > AddId ( ) ) ) ;
2012-11-03 18:11:04 +00:00
}
break ;
case ' N ' :
if ( cmd = = " NPC " )
{
if ( data . empty ( ) )
return ;
0.99.4x
Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color
Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange
Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items.
Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now
Exposed Item property to JS engine, which contains serial of the creator of an item:
.creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip
Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions.
Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc.
onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client
Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients
Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again
Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version
Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion.
Examples:
exceedingly accurate war hammer of vanquishing
substantial, accurate axe of power and Daemon's Breath
silver long sword
massive platemail arms of Protection
metal shield of defense
durable ringmail tunic of guarding
All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them!
Related scripts:
js/item/magic_armor_equipeffects.js
js/item/magic_weapon_accbonus.js
js/item/magic_weapon_equip.js
js/item/magic_weapon_spell_attack.js
The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated.
A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents!
Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided
Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash
Added additional object properties to 'get and 'set commands:
.shouldSave // Determines if an item should be saved in worldfiles or not
.baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective
.maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target
The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked!
STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn
Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc)
Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax:
.Damage( amount )
.Damage( amount, damageType )
.Damage( amount, damageType, attacker )
.Damage( amount, damageType, attacker, doRepsys )
Supported damageTypes:
PHYSICAL = 1
LIGHT = 2
RAIN = 3
COLD = 4
HEAT = 5
LIGHTNING = 6 // magic damage
POISON = 7
SNOW = 8
Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax:
onDamage( damaged, attacker, damageValue, damageType )
Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script
Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected.
Added new Character JS property to get/set state of a character's permanent magic reflect ability:
.permanentMagicReflect // 0 = disable, 1 = enable
Added special abilities/effects for the following NPCs:
Acid Elementals now have a chance to damage the melee weapons of their attackers
Dull Copper Elementals now explode on death
Shadow Iron Elemental is immune to targeted spell damage
Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker
Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds
Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker
Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds
Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds
Phoenixes deal passive area damage to nearby players every 5 to 10 seconds
Pixies have a chance to cast a random spell upon receiving a death blow:
Bless (target)
Curse (target)
Explosion (target)
Greater Poison (target)
Greater Heal (self, prevents death)
Ethereal Warriors will now resurrect dead players with positive karma
Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit
Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health:
Hell Cat, 5 to 8 dmg at max health
Fire Steed, 6 to 9 dmg at max health
Hell Hounds, 8 to 11 dmg at max health
Lava Lizard, 8 to 11 dmg at max health
Predator Hell Cat, 9 to 14 dmg at max health
Sea Serpent, 11 to 17 dmg at max health
Swamp Dragon, 15 to 22 dmg at max health
Armored Swamp Dragon, 15 to 22 dmg at max health
Fire Gargoyle, 20 to 30 dmg at max health
Deep Sea Serpent, 21 to 32 dmg at max health
Serpentine Dragon, 22 to 32 dmg at max health
Drake (Gray), 22 to 32 dmg at max health
Drake (Red), 22 to 32 dmg at max health
Nightmare, 26 to 39 dmg at max health
Dark Steed, 26 to 39 dmg at max health
Silver Steed, 26 to 39 dmg at max health
Kraken, 39 to 59 dmg at max health
Dragon (Red), 41 to 62 dmg at max health
Dragon (Gray), 41 to 62 dmg at max health
Shadow Wyrm, 50 to 75 dmg at max health
Reptalon, 51 to 77 dmg at max health
Skeletal Dragon, 52 to 77 dmg at max health
Ancient Wyrm, 60 to 90 dmg at max health
Update stats, skills and loot for all currently implemented NPCs
Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3
Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer)
Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early
Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked:
ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10%
Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting:
ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s
Fixed a bug where players who never entered combat mode could fire ranged weapons while moving
Updated Add-menu with some improvements for usability:
Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs
Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options:
Option to add chosen item at specific location instead of in GM's backpack
Option to add chosen item repeatedly until cancelled
Option to automatically reopen Add-menu on last menu that was open when a selection is made
Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default)
Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default)
Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on
Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax:
.SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini
.SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text
.SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color
.SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments
Fixed a bug where hair/beard items could show up inside corpses
Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up
Fixed a bug where players would be unable to pick up a freely movable item from a locked down container
Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages
Added support for new Dictionary language:
dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0)
Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js)
Added modification of some creatures stats after they've been tamed (js/skill/taming.js)
Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe)
Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem
Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players):
.GetTempTag( "tagName" )
.SetTempTag( "tagName", tagValue )
When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match
Fixed a server crash caused by empty speech messages sent from certain clients
Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly
Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal)
The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply:
If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell)
If caster's combined skill is higher than 70.2, poison strength equals Greater Poison
If caster's combined skill is higher than 30.2, poison strength equals Normal Poison
If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison
If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level
Fixed an issue that would would let players move faster than they should have been allowed to
Fixed misc issues with Party System:
Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range
Players who get disconnected or relog should now find themselves back in the same party they were in previously
Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging)
World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
2022-03-04 07:35:46 -05:00
std : : string menuString = oldstrutil : : format ( " itemmenu %d " , s - > TempInt ( ) ) ;
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
Commands - > Command ( s , mChar , menuString ) ;
TAGMAPOBJECT repeatAdd = mChar - > GetTag ( " repeatAdd " ) ;
if ( repeatAdd . m_IntValue = = 1 )
{
2022-03-04 07:35:46 -05:00
std : : string addCmd = oldstrutil : : format ( " raddnpc %s " , data . c_str ( ) ) ;
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
Commands - > Command ( s , mChar , addCmd ) ;
}
else
{
s - > XText ( data ) ;
2022-10-24 18:39:33 +08:00
s - > SendTargetCursor ( 0 , TARGET_ADDSCRIPTNPC , 0 , 1212 , data . c_str ( ) ) ; // Select location for NPC. [Number: %s]
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
}
2012-11-03 18:11:04 +00:00
}
break ;
case ' P ' :
if ( cmd = = " POLYMORPH " )
{
if ( data . empty ( ) )
return ;
2022-10-24 18:39:33 +08:00
UI16 newBody = static_cast < UI16 > ( std : : stoul ( data , nullptr , 0 ) ) ;
mChar - > SetId ( newBody ) ;
mChar - > SetOrgId ( newBody ) ;
2012-11-03 18:11:04 +00:00
}
break ;
case ' S ' :
if ( cmd = = " SYSMESSAGE " )
{
if ( data . empty ( ) )
return ;
2022-10-24 18:39:33 +08:00
s - > SysMessage ( data . c_str ( ) ) ;
2012-11-03 18:11:04 +00:00
}
else if ( cmd = = " SKIN " )
{
if ( data . empty ( ) )
return ;
2022-10-24 18:39:33 +08:00
COLOUR newSkin = static_cast < UI16 > ( std : : stoul ( data , nullptr , 0 ) ) ;
2012-11-03 18:11:04 +00:00
mChar - > SetSkin ( newSkin ) ;
mChar - > SetOrgSkin ( newSkin ) ;
}
break ;
case ' V ' :
if ( cmd = = " VERSION " )
2021-04-25 00:22:13 +08:00
{
2022-10-24 18:39:33 +08:00
s - > SysMessage ( " %s v%s(%s) [%s] Compiled by %s " , CVersionClass : : GetProductName ( ) . c_str ( ) , CVersionClass : : GetVersion ( ) . c_str ( ) , CVersionClass : : GetBuild ( ) . c_str ( ) , OS_STR , CVersionClass : : GetName ( ) . c_str ( ) ) ;
2021-04-25 00:22:13 +08:00
}
2012-11-03 18:11:04 +00:00
break ;
case ' W ' :
if ( cmd = = " WEBLINK " )
{
if ( data . empty ( ) )
return ;
2022-10-24 18:39:33 +08:00
2012-11-03 18:11:04 +00:00
s - > OpenURL ( data ) ;
}
break ;
2003-03-05 00:53:45 +00:00
}
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - HandleAddMenuButton()
//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 button pressed in add menu gump
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
Code cleanup
Embraced the usage of R32, R64, SI16, UI16, SI32, UI32, SI64 and UI64 typedef aliases as replacement for built-in types throughout the sourcecode:
typedef float R32;
typedef double R64;
typedef signed char SI08;
typedef unsigned char UI08;
typedef signed short int SI16;
typedef unsigned short int UI16;
typedef signed int SI32;
typedef unsigned int UI32;
typedef signed long long SI64;
typedef unsigned long long UI64;
As part of this process, UI32 was redefined from unsigned long int to unsigned int, and SI32 from signed long int to signed int to ensure the size of variables using these remain the same (32bit) across both Windows, Linux and MacOS for both 32bit and 64bit platforms
Replaced instances of toLong() with toInt(), and toULong() to toUInt()
Replaced instances of "long" and "int" with SI32 where possible
Replaced instances of "unsigned long" and "unsigned int" with UI32 where possible
Replaced instances of "float" with R32 where possible
2020-08-12 23:46:33 +08:00
void HandleAddMenuButton ( CSocket * s , UI32 button )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
SI32 addMenuLoc = s - > TempInt ( ) ;
2022-10-24 18:39:33 +08:00
std : : string sect = std : : string ( " ITEMMENU " ) + oldstrutil : : number ( addMenuLoc ) ;
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
CChar * mChar = s - > CurrcharObj ( ) ;
if ( button > = 50000 & & button < = 50020 )
{
TAGMAPOBJECT addAtLoc = mChar - > GetTag ( " addAtLoc " ) ;
TAGMAPOBJECT repeatAdd = mChar - > GetTag ( " repeatAdd " ) ;
TAGMAPOBJECT reopenMenu = mChar - > GetTag ( " reopenMenu " ) ;
TAGMAPOBJECT forceDecayOn = mChar - > GetTag ( " forceDecayOn " ) ;
TAGMAPOBJECT forceDecayOff = mChar - > GetTag ( " forceDecayOff " ) ;
TAGMAPOBJECT forceMovableOn = mChar - > GetTag ( " forceMovableOn " ) ;
TAGMAPOBJECT forceMovableOff = mChar - > GetTag ( " forceMovableOff " ) ;
std : : string tagName = " " ;
SI32 tagVal = 0 ;
TAGMAPOBJECT customTag ;
std : : map < std : : string , TAGMAPOBJECT > customTagMap ;
if ( button = = 50000 ) // Add item at specific location
{
tagName = " addAtLoc " ;
TAGMAPOBJECT addAtLoc = mChar - > GetTag ( " addAtLoc " ) ;
if ( addAtLoc . m_IntValue = = 1 )
{
tagVal = 0 ;
if ( repeatAdd . m_IntValue = = 1 )
{
2022-06-06 03:55:13 -04:00
customTag . m_Destroy = 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
customTag . m_IntValue = 0 ;
customTag . m_ObjectType = TAGMAP_TYPE_INT ;
customTag . m_StringValue = " " ;
customTagMap . insert ( std : : pair < std : : string , TAGMAPOBJECT > ( " repeatAdd " , customTag ) ) ;
}
}
else
2022-10-24 18:39:33 +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
tagVal = 1 ;
2022-10-24 18:39:33 +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
}
else if ( button = = 50001 ) // Repeatedly add items until cancelled
{
tagName = " repeatAdd " ;
TAGMAPOBJECT addAtLoc = mChar - > GetTag ( " repeatAdd " ) ;
if ( addAtLoc . m_IntValue = = 1 )
2022-10-24 18:39:33 +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
tagVal = 0 ;
2022-10-24 18:39:33 +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
else
{
tagVal = 1 ;
if ( addAtLoc . m_IntValue = = 0 )
{
2022-06-06 03:55:13 -04:00
customTag . m_Destroy = 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
customTag . m_IntValue = 1 ;
customTag . m_ObjectType = TAGMAP_TYPE_INT ;
customTag . m_StringValue = " " ;
customTagMap . insert ( std : : pair < std : : string , TAGMAPOBJECT > ( " addAtLoc " , customTag ) ) ;
}
}
}
else if ( button = = 50002 )
{
// Return to home page of menu
Commands - > Command ( s , mChar , " add " ) ;
return ;
}
else if ( button = = 50003 ) // Automatically reopen menu after adding objects
{
tagName = " reopenMenu " ;
TAGMAPOBJECT reopenMenu = mChar - > GetTag ( " reopenMenu " ) ;
if ( reopenMenu . m_IntValue = = 1 )
2022-10-24 18:39:33 +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
tagVal = 0 ;
2022-10-24 18:39:33 +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
else
{
tagVal = 1 ;
if ( reopenMenu . m_IntValue = = 0 )
{
2022-06-06 03:55:13 -04:00
customTag . m_Destroy = 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
customTag . m_IntValue = 1 ;
customTag . m_ObjectType = TAGMAP_TYPE_INT ;
customTag . m_StringValue = " " ;
customTagMap . insert ( std : : pair < std : : string , TAGMAPOBJECT > ( " reopenMenu " , customTag ) ) ;
}
}
}
else if ( button = = 50004 ) // Toggle Force Decay state for items on/off
{
tagName = " forceDecayOff " ;
TAGMAPOBJECT forceDecayOff = mChar - > GetTag ( " forceDecayOff " ) ;
if ( forceDecayOff . m_IntValue = = 1 )
2022-10-24 18:39:33 +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
tagVal = 0 ;
2022-10-24 18:39:33 +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
else
{
tagVal = 1 ;
if ( forceDecayOn . m_IntValue = = 1 )
{
2022-06-06 03:55:13 -04:00
customTag . m_Destroy = 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
customTag . m_IntValue = 0 ;
customTag . m_ObjectType = TAGMAP_TYPE_INT ;
customTag . m_StringValue = " " ;
customTagMap . insert ( std : : pair < std : : string , TAGMAPOBJECT > ( " forceDecayOn " , customTag ) ) ;
}
}
}
else if ( button = = 50005 ) // Toggle Force Decay state for items on/off
{
tagName = " forceDecayOn " ;
TAGMAPOBJECT forceDecayOn = mChar - > GetTag ( " forceDecayOn " ) ;
if ( forceDecayOn . m_IntValue = = 1 )
2022-10-24 18:39:33 +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
tagVal = 0 ;
2022-10-24 18:39:33 +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
else
{
tagVal = 1 ;
if ( forceDecayOff . m_IntValue = = 1 )
{
2022-06-06 03:55:13 -04:00
customTag . m_Destroy = 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
customTag . m_IntValue = 0 ;
customTag . m_ObjectType = TAGMAP_TYPE_INT ;
customTag . m_StringValue = " " ;
customTagMap . insert ( std : : pair < std : : string , TAGMAPOBJECT > ( " forceDecayOff " , customTag ) ) ;
}
}
}
else if ( button = = 50006 ) // Toggle Force OFF Movable state for items
{
tagName = " forceMovableOff " ;
TAGMAPOBJECT forceMovableOff = mChar - > GetTag ( " forceMovableOff " ) ;
if ( forceMovableOff . m_IntValue = = 1 )
2022-10-24 18:39:33 +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
tagVal = 0 ;
2022-10-24 18:39:33 +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
else
{
tagVal = 1 ;
if ( forceMovableOn . m_IntValue = = 1 )
{
2022-06-06 03:55:13 -04:00
customTag . m_Destroy = 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
customTag . m_IntValue = 0 ;
customTag . m_ObjectType = TAGMAP_TYPE_INT ;
customTag . m_StringValue = " " ;
customTagMap . insert ( std : : pair < std : : string , TAGMAPOBJECT > ( " forceMovableOn " , customTag ) ) ;
}
}
}
else if ( button = = 50007 ) // Toggle Force ON Movable state for items
{
tagName = " forceMovableOn " ;
TAGMAPOBJECT forceMovableOn = mChar - > GetTag ( " forceMovableOn " ) ;
if ( forceMovableOn . m_IntValue = = 1 )
2022-10-24 18:39:33 +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
tagVal = 0 ;
2022-10-24 18:39:33 +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
else
{
tagVal = 1 ;
if ( forceMovableOff . m_IntValue = = 1 )
{
2022-06-06 03:55:13 -04:00
customTag . m_Destroy = 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
customTag . m_IntValue = 0 ;
customTag . m_ObjectType = TAGMAP_TYPE_INT ;
customTag . m_StringValue = " " ;
customTagMap . insert ( std : : pair < std : : string , TAGMAPOBJECT > ( " forceMovableOff " , customTag ) ) ;
}
}
}
else if ( button = = 50008 )
{
// Show command list
Commands - > Command ( s , mChar , " howto " ) ;
return ;
}
else if ( button = = 50009 )
{
// Show wholist online
Commands - > Command ( s , mChar , " wholist on " ) ;
return ;
}
else if ( button = = 50010 )
{
// Show wholist offline
Commands - > Command ( s , mChar , " wholist off " ) ;
return ;
}
else if ( button = = 50011 )
{
// Reload DFNs
Commands - > Command ( s , mChar , " reloaddefs " ) ;
return ;
}
else if ( button = = 50012 )
{
// Shutdown Server
if ( mChar - > GetCommandLevel ( ) > = CL_ADMIN )
Commands - > Command ( s , mChar , " shutdown 1 " ) ;
return ;
}
else if ( button = = 50020 )
{
// Browse UOX3 Docs online
Commands - > Command ( s , mChar , " browse https://www.uox3.org/docs " ) ;
// Reopen menu
Commands - > Command ( s , mChar , sect ) ;
return ;
}
2022-06-06 03:55:13 -04:00
customTag . m_Destroy = 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
customTag . m_IntValue = tagVal ;
customTag . m_ObjectType = TAGMAP_TYPE_INT ;
customTag . m_StringValue = " " ;
customTagMap . insert ( std : : pair < std : : string , TAGMAPOBJECT > ( tagName , customTag ) ) ;
// Add custom tags to multi
2022-10-24 18:39:33 +08:00
for ( const auto & [ key , value ] : customTagMap )
{
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
mChar - > SetTag ( key , value ) ;
}
// Reopen menu
Commands - > Command ( s , mChar , sect ) ;
return ;
}
2022-10-24 18:39:33 +08:00
CScriptSection * ItemMenu = FileLookup - > FindEntry ( sect , items_def ) ;
2021-06-12 07:30:23 -04:00
if ( ItemMenu = = nullptr )
2002-04-07 21:27:53 +00:00
return ;
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
2012-11-03 18:11:04 +00:00
// If we get here we have to check to see if there are any other entryies added via the auto-addmenu code. Each item == 2 entries IE: IDNUM=Text name of Item, and ADDITEM=itemID to add
2022-10-24 18:39:33 +08:00
std : : pair < ADDMENUMAP_CITERATOR , ADDMENUMAP_CITERATOR > pairRange = g_mmapAddMenuMap . equal_range ( addMenuLoc ) ;
2012-11-03 18:11:04 +00:00
UI32 autoAddMenuItemCount = 0 ;
2022-10-24 18:39:33 +08:00
for ( ADDMENUMAP_CITERATOR CI = pairRange . first ; CI ! = pairRange . second ; + + CI )
{
2012-11-03 18:11:04 +00:00
autoAddMenuItemCount + = 2 ; // Need to inicrement by 2 because each entry is measured in the dfn' as two lines. Used in teh calculation below.
2022-10-24 18:39:33 +08:00
}
2012-11-03 18:11:04 +00:00
// let's skip over the name, and get straight to where we should be headed
2022-10-24 18:39:33 +08:00
size_t entryNum = ( ( static_cast < size_t > ( button ) - 6 ) * 2 ) ;
autoAddMenuItemCount + = static_cast < UI32 > ( ItemMenu - > NumEntries ( ) ) ;
2012-11-03 18:11:04 +00:00
if ( autoAddMenuItemCount > = entryNum )
2002-04-07 21:27:53 +00:00
{
2021-04-26 00:42:07 +08:00
std : : string tag = ItemMenu - > MoveTo ( entryNum ) ;
std : : string data = ItemMenu - > GrabData ( ) ;
2012-11-03 18:11:04 +00:00
HandleGumpCommand ( s , tag , data ) ;
}
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - HandleHowTo()
//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 response when player enters HOWTO command
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
Code cleanup
Embraced the usage of R32, R64, SI16, UI16, SI32, UI32, SI64 and UI64 typedef aliases as replacement for built-in types throughout the sourcecode:
typedef float R32;
typedef double R64;
typedef signed char SI08;
typedef unsigned char UI08;
typedef signed short int SI16;
typedef unsigned short int UI16;
typedef signed int SI32;
typedef unsigned int UI32;
typedef signed long long SI64;
typedef unsigned long long UI64;
As part of this process, UI32 was redefined from unsigned long int to unsigned int, and SI32 from signed long int to signed int to ensure the size of variables using these remain the same (32bit) across both Windows, Linux and MacOS for both 32bit and 64bit platforms
Replaced instances of toLong() with toInt(), and toULong() to toUInt()
Replaced instances of "long" and "int" with SI32 where possible
Replaced instances of "unsigned long" and "unsigned int" with UI32 where possible
Replaced instances of "float" with R32 where possible
2020-08-12 23:46:33 +08:00
void HandleHowTo ( CSocket * sock , SI32 cmdNumber )
2012-11-03 18:11:04 +00:00
{
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
if ( cmdNumber = = - 2 )
return ;
Code cleanup
Embraced the usage of R32, R64, SI16, UI16, SI32, UI32, SI64 and UI64 typedef aliases as replacement for built-in types throughout the sourcecode:
typedef float R32;
typedef double R64;
typedef signed char SI08;
typedef unsigned char UI08;
typedef signed short int SI16;
typedef unsigned short int UI16;
typedef signed int SI32;
typedef unsigned int UI32;
typedef signed long long SI64;
typedef unsigned long long UI64;
As part of this process, UI32 was redefined from unsigned long int to unsigned int, and SI32 from signed long int to signed int to ensure the size of variables using these remain the same (32bit) across both Windows, Linux and MacOS for both 32bit and 64bit platforms
Replaced instances of toLong() with toInt(), and toULong() to toUInt()
Replaced instances of "long" and "int" with SI32 where possible
Replaced instances of "unsigned long" and "unsigned int" with UI32 where possible
Replaced instances of "float" with R32 where possible
2020-08-12 23:46:33 +08:00
SI32 iCounter = 0 ;
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
UI08 cmdLevelReq = 0xFF ;
UI08 cmdType = 0xFF ;
std : : string cmdName = " " ;
bool found = false ;
2018-09-22 19:49:04 +08:00
for ( auto itr = CommandMap . begin ( ) ; itr ! = CommandMap . end ( ) ; + + itr )
2012-11-03 18:11:04 +00:00
{
2018-09-22 19:49:04 +08:00
if ( iCounter = = cmdNumber )
2018-09-22 19:23:41 +08:00
{
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
cmdName = itr - > first ;
2018-09-22 19:23:41 +08:00
cmdLevelReq = itr - > second . cmdLevelReq ;
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
cmdType = itr - > second . cmdType ;
2018-09-22 19:23:41 +08:00
found = true ;
break ;
}
2012-11-03 18:11:04 +00:00
+ + iCounter ;
}
2018-09-22 19:23:41 +08:00
2018-09-22 19:49:04 +08:00
if ( ! found )
2022-10-24 18:39:33 +08:00
{
2018-09-22 19:49:04 +08:00
for ( auto itr = TargetMap . begin ( ) ; itr ! = TargetMap . end ( ) ; + + itr )
2012-11-03 18:11:04 +00:00
{
2018-09-22 19:49:04 +08:00
if ( iCounter = = cmdNumber )
2018-09-22 19:23:41 +08:00
{
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
cmdName = itr - > first ;
2018-09-22 19:23:41 +08:00
cmdLevelReq = itr - > second . cmdLevelReq ;
found = true ;
break ;
}
2012-11-03 18:11:04 +00:00
+ + iCounter ;
}
2022-10-24 18:39:33 +08:00
}
2018-09-22 19:23:41 +08:00
2018-09-22 19:49:04 +08:00
if ( ! found )
2022-10-24 18:39:33 +08:00
{
2018-09-22 19:49:04 +08:00
for ( auto itr = JSCommandMap . begin ( ) ; itr ! = JSCommandMap . end ( ) ; + + itr )
2012-11-03 18:11:04 +00:00
{
2018-09-22 19:49:04 +08:00
if ( iCounter = = cmdNumber )
2012-11-03 18:11:04 +00:00
{
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
cmdName = itr - > first ;
2018-09-22 19:23:41 +08:00
cmdLevelReq = itr - > second . cmdLevelReq ;
break ;
2012-11-03 18:11:04 +00:00
}
2018-09-22 19:23:41 +08:00
+ + iCounter ;
2012-11-03 18:11:04 +00:00
}
2022-10-24 18:39:33 +08:00
}
2018-09-22 19:23:41 +08:00
2012-11-03 18:11:04 +00:00
if ( iCounter = = cmdNumber )
{
// Build gump structure here, with basic information like Command Level, Name, Command Type, and parameters (if any, from table)
2022-10-24 18:39:33 +08:00
CGumpDisplay CommandInfo ( sock , 480 , 320 ) ;
2012-11-03 18:11:04 +00:00
CommandInfo . SetTitle ( cmdName ) ;
CommandInfo . AddData ( " Minimum Command Level " , cmdLevelReq ) ;
switch ( cmdType )
{
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 CMD_TARGET : CommandInfo . AddData ( " Syntax " , " None (generic target) " ) ; break ;
case CMD_FUNC : CommandInfo . AddData ( " Syntax " , " None (generic command) " ) ; break ;
case CMD_SOCKFUNC : CommandInfo . AddData ( " Syntax " , " None (generic command) " ) ; break ;
case CMD_TARGETINT : CommandInfo . AddData ( " Syntax " , " arg1 (hex or decimal) " ) ; break ;
case CMD_TARGETXYZ : CommandInfo . AddData ( " Syntax " , " arg1 arg2 arg3 (hex or decimal) " ) ; break ;
case CMD_TARGETTXT : CommandInfo . AddData ( " Syntax " , " String " ) ; break ;
default : break ;
2012-11-03 18:11:04 +00:00
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
2022-03-04 07:35:46 -05:00
auto filename = oldstrutil : : format ( " help/commands/%s.txt " , cmdName . c_str ( ) ) ;
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
2012-11-03 18:11:04 +00:00
std : : ifstream toOpen ( filename ) ;
if ( ! toOpen . is_open ( ) )
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{
2012-11-03 18:11:04 +00:00
CommandInfo . AddData ( " " , " No extra information is available about this command " , 7 ) ;
2022-10-24 18:39:33 +08:00
}
2012-11-03 18:11:04 +00:00
else
{
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char cmdLine [ 129 ] ;
2012-11-03 18:11:04 +00:00
while ( ! toOpen . eof ( ) & & ! toOpen . fail ( ) )
{
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toOpen . getline ( cmdLine , 128 ) ;
2021-04-23 23:54:52 +08:00
cmdLine [ toOpen . gcount ( ) ] = 0 ;
2012-11-03 18:11:04 +00:00
if ( cmdLine [ 0 ] ! = 0 )
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{
2012-11-03 18:11:04 +00:00
CommandInfo . AddData ( " " , cmdLine , 7 ) ;
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}
2012-11-03 18:11:04 +00:00
} ;
toOpen . close ( ) ;
}
CommandInfo . Send ( 4 , false , INVALIDSERIAL ) ;
2002-04-07 21:27:53 +00:00
}
2012-11-03 18:11:04 +00:00
else
2022-10-24 18:39:33 +08:00
{
sock - > SysMessage ( 280 ) ; // Error finding command
}
2012-11-03 18:11:04 +00:00
}
Code cleanup
Embraced the usage of R32, R64, SI16, UI16, SI32, UI32, SI64 and UI64 typedef aliases as replacement for built-in types throughout the sourcecode:
typedef float R32;
typedef double R64;
typedef signed char SI08;
typedef unsigned char UI08;
typedef signed short int SI16;
typedef unsigned short int UI16;
typedef signed int SI32;
typedef unsigned int UI32;
typedef signed long long SI64;
typedef unsigned long long UI64;
As part of this process, UI32 was redefined from unsigned long int to unsigned int, and SI32 from signed long int to signed int to ensure the size of variables using these remain the same (32bit) across both Windows, Linux and MacOS for both 32bit and 64bit platforms
Replaced instances of toLong() with toInt(), and toULong() to toUInt()
Replaced instances of "long" and "int" with SI32 where possible
Replaced instances of "unsigned long" and "unsigned int" with UI32 where possible
Replaced instances of "float" with R32 where possible
2020-08-12 23:46:33 +08:00
void HandleHowToButton ( CSocket * s , UI32 button )
2012-11-03 18:11:04 +00:00
{
HandleHowTo ( s , button - 2 ) ;
2002-04-07 21:27:53 +00:00
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - CPIGumpMenuSelect::Handle()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
//| Purpose - Handles button press in gumps
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//o------------------------------------------------------------------------------------------------o
2012-11-03 18:11:04 +00:00
bool CPIGumpMenuSelect : : Handle ( void )
2002-04-07 21:27:53 +00:00
{
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id = tSock - > GetDWord ( 3 ) ;
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gumpId = tSock - > GetDWord ( 7 ) ;
buttonId = tSock - > GetDWord ( 11 ) ;
2012-11-03 18:11:04 +00:00
switchCount = tSock - > GetDWord ( 15 ) ;
# if defined( UOX_DEBUG_MODE )
Console < < " CPIGumpMenuSelect::Handle(void) " < < myendl ;
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Console < < " GumpId : " < < gumpId < < myendl ;
Console < < " ButtonId : " < < buttonId < < myendl ;
2012-11-03 18:11:04 +00:00
Console < < " SwitchCount : " < < switchCount < < myendl ;
# endif
2002-04-07 21:27:53 +00:00
2022-10-24 18:39:33 +08:00
if ( gumpId = = 461 ) // Virtue gump
2012-11-03 18:11:04 +00:00
{
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CChar * targChar = nullptr ;
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if ( buttonId = = 1 & & switchCount > 0 ) // Clicked on a players Virtue Gump icon
2012-11-03 18:11:04 +00:00
{
SERIAL targSer = tSock - > GetDWord ( 19 ) ;
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targChar = CalcCharObjFromSer ( targSer ) ;
2012-11-03 18:11:04 +00:00
}
else // Clicked an item on the virtue gump
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{
targChar = CalcCharObjFromSer ( id ) ;
}
2002-04-07 21:27:53 +00:00
2021-06-12 07:30:23 -04:00
cScript * toExecute = nullptr ;
Minor JS revamp - multiple scripts per object!
Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script.
JS events updated to use new TryParseJSVal helper function (no change in behaviour):
onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell
JS events with slight change of behaviour after update to use TryParseJSVal:
onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly!
JS events updated to support return values from scripts:
onCollide, onTalk, onSnooped, OnHungerChange
Return false or nothing to prevent hard code from running
Return true to allow hard code to run like normal
onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss
Return false to allow hard code and other scripts with event to run like normal
Return true to prevent hard code and other scripts with event from running
onSteal
Return false or nothing to allow hard code and other scripts with event to run like normal
Return true to prevent hard code and onStolenFrom event from running (theft failed?)
Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?)
onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath
Return false or nothing to allow other scripts with event to run like normal
Return true to prevent other scripts with event from running
Added new JS events that run prior to items being equipped/unequipped, with support for return values:
onEquipAttempt( pEquipper, iEquipping )
onUnequipAttempt( pEquipper, iUnequipping )
Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running
Return true to allow hard code to run like normal
Added new JS event that runs prior to onSnooped event, for character doing the snooping:
onSnoopAttempt( snooped, snooper )
Return false or nothing to prevent hard code and other snooping-related events from running
Return true to allow hard code and other snooping-related events to run like normal
Updated onSnooped JS event to accept return values:
Return true when success state is true to prevent other scripts with event from running
Return true when success state is false to prevent hard code and other scripts with event from running
Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked)
Updated onSteal JS event to include a third parameter, an object reference for the target of the theft
Added support for assigning multiple JS scripts per object (item, multi, char, region).
Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this
DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server.
Added new JS property for Items, Multis, Characters and Regions:
.scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object.
Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions:
.scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID
Added new JS Methods for Items, Multis, Characters and Regions:
.AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object
.RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all)
Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands:
GETSCPTRIG // List out all scriptIDs assigned to object
SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID
ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object
REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
std : : vector < UI16 > scriptTriggers = tSock - > CurrcharObj ( ) - > GetScriptTriggers ( ) ;
for ( auto scriptTrig : scriptTriggers )
{
toExecute = JSMapping - > GetScript ( scriptTrig ) ;
2021-06-12 07:30:23 -04:00
if ( toExecute ! = nullptr )
Minor JS revamp - multiple scripts per object!
Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script.
JS events updated to use new TryParseJSVal helper function (no change in behaviour):
onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell
JS events with slight change of behaviour after update to use TryParseJSVal:
onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly!
JS events updated to support return values from scripts:
onCollide, onTalk, onSnooped, OnHungerChange
Return false or nothing to prevent hard code from running
Return true to allow hard code to run like normal
onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss
Return false to allow hard code and other scripts with event to run like normal
Return true to prevent hard code and other scripts with event from running
onSteal
Return false or nothing to allow hard code and other scripts with event to run like normal
Return true to prevent hard code and onStolenFrom event from running (theft failed?)
Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?)
onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath
Return false or nothing to allow other scripts with event to run like normal
Return true to prevent other scripts with event from running
Added new JS events that run prior to items being equipped/unequipped, with support for return values:
onEquipAttempt( pEquipper, iEquipping )
onUnequipAttempt( pEquipper, iUnequipping )
Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running
Return true to allow hard code to run like normal
Added new JS event that runs prior to onSnooped event, for character doing the snooping:
onSnoopAttempt( snooped, snooper )
Return false or nothing to prevent hard code and other snooping-related events from running
Return true to allow hard code and other snooping-related events to run like normal
Updated onSnooped JS event to accept return values:
Return true when success state is true to prevent other scripts with event from running
Return true when success state is false to prevent hard code and other scripts with event from running
Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked)
Updated onSteal JS event to include a third parameter, an object reference for the target of the theft
Added support for assigning multiple JS scripts per object (item, multi, char, region).
Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this
DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server.
Added new JS property for Items, Multis, Characters and Regions:
.scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object.
Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions:
.scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID
Added new JS Methods for Items, Multis, Characters and Regions:
.AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object
.RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all)
Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands:
GETSCPTRIG // List out all scriptIDs assigned to object
SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID
ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object
REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
2022-10-24 18:39:33 +08:00
if ( toExecute - > OnVirtueGumpPress ( tSock - > CurrcharObj ( ) , targChar , buttonId ) = = 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
{
return true ;
}
}
}
2022-10-24 18:39:33 +08:00
toExecute = JSMapping - > GetScript ( static_cast < UI16 > ( 0 ) ) ; // Global script
2021-06-12 07:30:23 -04:00
if ( toExecute ! = nullptr )
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{
toExecute - > OnVirtueGumpPress ( tSock - > CurrcharObj ( ) , targChar , buttonId ) ;
}
2002-04-07 21:27:53 +00:00
2012-11-03 18:11:04 +00:00
return true ;
}
2022-10-24 18:39:33 +08:00
textOffset = 19 + ( 4 * switchCount ) ;
2012-11-03 18:11:04 +00:00
textCount = tSock - > GetDWord ( textOffset ) ;
# if defined( UOX_DEBUG_MODE )
Console < < " TextOffset : " < < textOffset < < myendl ;
Console < < " TextCount : " < < textCount < < myendl ;
# endif
BuildTextLocations ( ) ;
Wholist updated, menus to manage npcs and spawn objects, misc
Revamped 'wholist GM command entirely in JS, now comes with filters for names, online/offline status, sorting by name or last online date, quick-buttons to tweak/teleport/inspect, etc. Updated syntax:
'wholist [on]
'wholist off
'wholist force
Also available under alias 'playeradmin, with the same parameters
Added new JS command for GMs to assist managing NPCs, using updated wholist menu as basis: 'npcadmin
Added new JS command for GMs to assist managing object-based Spawners, using updated wholist menu as basis: 'spawnadmin
Exposed the following character properties to JS engine:
.lastOn // String-formatted timestamp of last time character was oniline
.lastOnSecs // Timestamp of last time character was online, expressed as seconds since Unix epoch
Added some validation (and re-synching) of lastOn vs lastOnSecs player character properties - only active when running in debug mode
Updated onBoatTurn JS Event to support a 4th parameter - a reference to the boat's tillerman:
onBoatTurn( iBoat, oldDir, newDir, iTiller )
Added (missing from last commit) JS Method for boats to fetch tillerman reference: .GetTiller()
Updated JS Docs with details about onBoatTurn JS event, .GetTiller() method and .lastOn/.lastOnSecs properties
Added some console output with details about time taken for each regionspawn cycle
Added some new tiledata override entries for some tiles (stairs/platforms) missing NoShoot flag in some older clients (dfndata/maps/tiles.dfn)
2025-04-27 09:18:09 +08:00
if ( gumpId < 0xFFFF & & ( buttonId > 10000 & & buttonId < 20000 ) )
2012-11-03 18:11:04 +00:00
{
2022-10-24 18:39:33 +08:00
BuildGumpFromScripts ( tSock , static_cast < UI16 > ( buttonId - 10000 ) ) ;
2012-11-03 18:11:04 +00:00
return true ;
}
2022-10-24 18:39:33 +08:00
if ( gumpId > = 8000 & & gumpId < = 8020 )
2012-11-03 18:11:04 +00:00
{
GuildSys - > GumpChoice ( tSock ) ;
// guild collection call goes here
return true ;
}
2022-10-24 18:39:33 +08:00
else if ( gumpId > = 0xFFFF ) // script gump
2012-11-03 18:11:04 +00:00
{
2022-10-24 18:39:33 +08:00
cScript * toExecute = JSMapping - > GetScript ( ( gumpId - 0xFFFF ) ) ;
2021-06-12 07:30:23 -04:00
if ( toExecute ! = nullptr )
2022-10-24 18:39:33 +08:00
{
2012-11-03 18:11:04 +00:00
toExecute - > HandleGumpPress ( this ) ;
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}
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}
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else if ( gumpId = = 21 ) // Multi functional gump
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{
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MultiGumpCallback ( tSock , id , buttonId ) ;
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return true ;
}
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else if ( gumpId > 13 )
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return true ; //increase this value with each new gump added.
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if ( buttonId = = 1 )
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{
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if ( gumpId = = 4 )
{
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WhoList - > GMLeave ( ) ;
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}
else if ( gumpId = = 11 )
{
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OffList - > GMLeave ( ) ;
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}
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return true ;
}
// gump types
// TBD To Be Done
// TBDU To Be Decided Upon
// 1 Tweak Item
// 2 Tweak Char
// 3 Townstones
// 4 WhoList
// 7 Accounts (TBR)
// 8 Racial editor (TBDU)
// 9 Add menu
// 10 Unused
// 11 Who's Offline
// 12 New Make Menu
// 13 HOWTO
# if defined( UOX_DEBUG_MODE )
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Console < < " Type is " < < gumpId < < " button is " < < buttonId < < myendl ;
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# endif
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switch ( gumpId )
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{
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case 3 : HandleTownstoneButton ( tSock , buttonId , id , gumpId ) ; break ; // Townstones
case 4 : WhoList - > ButtonSelect ( tSock , static_cast < UI16 > ( buttonId ) , static_cast < UI08 > ( gumpId ) ) ; break ; // Wholist
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case 7 : // Accounts
CChar * c ;
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c = CalcCharObjFromSer ( id ) ;
if ( ValidateObject ( c ) )
{
HandleAccountButton ( tSock , buttonId , c ) ;
}
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break ;
case 8 : HandleAccountModButton ( this ) ; break ; // Race Editor
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case 9 : HandleAddMenuButton ( tSock , buttonId ) ; break ; // Add Menu
case 11 : OffList - > ButtonSelect ( tSock , static_cast < UI16 > ( buttonId ) , static_cast < UI08 > ( gumpId ) ) ; break ; // Who's Offline
case 12 : Skills - > HandleMakeMenu ( tSock , buttonId , static_cast < SI32 > ( tSock - > AddId ( ) ) ) ; break ; // New Make Menu
case 13 : HandleHowToButton ( tSock , buttonId ) ; break ; // Howto
Housing Revamp and more
Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i
Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc
Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc
When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to
Added tracking of new, persistent properties for houses via cMultiObj.cpp/h:
lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps
Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses
Added new tags for houses in house.dfn (default values applied if tag not specified):
MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi
MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi
MAXVENDORS=10 - Max amount of vendors allowed in a multi
MAXBANS=50 - Max amount of bans in a multi's ban list
MAXFRIENDS=50 - Max amount of friends in a multi's friend list
MAXGUESTS=50 - Max amount of guests in a multi's guest list
MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list
MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi
SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi
FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses!
INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses.
BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead
BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead
Added JS Event:
onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi.
Updated JS Events:
onEntrance() - can now trigger both for multi being entered and/or object entering
onLeaving() - can now trigger both for multi being left and/or object entering
onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled
Added JS Multi methods:
.IsBoat() - Returns whether the item (or multi) is a boat
.IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi
.IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi
.IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi
.IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi
.IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi
.AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi
.RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi
.AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi
.RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi
.ClearOwnerList() - Clears all entries from a multi's (co-)owner list
.ClearFriendList() - Clears all entries from a multi's friend list
.ClearGuestList() - Clears all entries from a multi's guest list
.ClearBanList() - Clears all entries from a multi's ban list
.SecureContainer( itemToSecure ) - Secures a container in a multi
.UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi
.IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi
.LockDownItem( itemToLockDown) - Locks down an item in a multi
.ReleaseItem( itemToRelease ) - Releases a locked down item in a multi
.KillKeys() - Deletes ALL keys associated with a multi
.AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers
.RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers
Added JS Item (Multi only) properties:
.lockdowns - Get the number of lockdowns in a multi
.maxLockdowns - Get/Set the max number of lockdowns allowed in a multi
.secureContainers - Get the number of secure containers in a multi
.maxSecureContainers - Get/Set the max number of secure containers allowed in a multi
.trashContainers - Get the number of trash containers in a multi
.maxTrashContainers - Get/Set the max number of trash containers allowed in a multi
.friends - Get the number of friends in a multi's friend list
.maxFriends - Get/Set the max number of friends allowed in a multi's friend list
.guests - Get the number of guests in a multi's guest list
.maxGuests - Get/Set the max number of guests allowed in a multi's guest list
.owners - Get the number of owners in a multi's owner list
.maxOwners - Get/Set the max number of owners allowed in a multi's owner list
.bans - Get the number of banned players in a multi's ban list
.maxBans - Get/Set the max number of banned players allowed in a multi's ban list
.vendors - Get the number of player vendors in a multi
.maxVendors - Get the max number of player vendors allowed in a multi
.deed - Get the item sectionID for deed used to place multi
.isPublic - Get/Set the private/public state of a multi
.buildTimestamp - Get the timestamp for when the house was originally placed
.tradeTimestamp - Get the timestamp for when the house was last traded to another player
.banX - Get/Set the ban location X offset for the multi
.banY - Get/Set the ban location Y offset for the multi
Added JS Character properties:
.multi = Get/Set the multi object the character is in
.accountNum = Get the account number the character belongs to
.housesOwned = Get a count of houses owned by the character
.housesCoOwned = Get a count of houses co-owned by the character
Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis
Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through:
"default" or no parameter - all characters inside the multi
"owner" - players on multi's owner list
"friend" - players on multi's friend list
"guest" - players on multi's guest list
"banned" - players on multi's ban list
Added new INI tags to a new section of uox.ini called [houses]
DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses
PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0)
TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0)
MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked
MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character
CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time
COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners
Added new INI tags in [settings] section of uox.ini:
ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default.
MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125.
Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable:
js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses
js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign
js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc.
js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players
All house-related menus now fully handled through JS
All house commands and other functionality now fully handled through JS
Removed redundant hard-coded house functionality
Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc.
Implemented Private and Public houses
Implemented Secure Containers and Trash Barrels
Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type
JS scripts can now be attached directly to houses
Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses
Added new item to dfndata/items/containers/misc.dfn - [trashbarrel]
Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script.
Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player
Fixed an issue with house doors being left behind after demolishing houses while their doors were open
Fixed an issue where GMs could be banned from player houses
Added Line of Sight checks to speech, to give players some privacy in their own homes
Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads
Updated house placement code to move characters blocking house placement to SE corner of the house
Updated house placement code to disallow placing houses in guarded regions, or in dungeons
Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1
Added new region (247) that covers path to Valley of Eodon in Felucca
Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled
Added new region (249) that covers entire T2A lands, with player housing disabled
Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code
Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse()
Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items
Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners
Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye
Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends:
Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles
Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items
Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors
Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves
Added some feedback to player about why their attempted house placement failed
Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one
Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house
Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses
Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons
House add-ons can now be converted back into house add-on deeds by chopping them with an axe
Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses
Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring
Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours
Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished
Added NODECAY tag to all signs and doors in dfndata/house/house.dfn
Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn
Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically
Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items
Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container
Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order!
Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations.
Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors!
Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client
Exposed character property .accountNum to JS engine
Extended CDataList class to include a Clear() method for clearing lists
Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself.
Updated JS File method .Length() to return a value of -1 for files that don't exist
Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag
bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck )
Added JS function used to find the root container of an item (if any)
FindRootContainer( itemSerial )
FindRootContainer( item )
Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply.
bool DeleteFile( fileName, subFolderName )
Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features.
GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server
GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server
Added new JS function for returning the value of almost any server setting from UOX.INI
GetServerSetting( settingNameInDoubleQuotes )
Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis
Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad
Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack
Added new functions in findfuncs.cpp to make it easier to find items near another object or location:
findNearbyItems( object, distance )
findNearbyItems( x, y, worldNumber, instanceID, distance )
Added new Item property - maxItems - used by containers to determine their max item capacity
Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers)
Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full!
Added new DFN tag for items, used by containers to determine item capacity for a given container:
MAXITEMS=# // 125 is the default for all containers if not set
Added new JS Item properties:
.maxItems // gets/sets item capacity for a given container
.totalItemCount // gets total item count in a container, including sub-containers
Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity
Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one
Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #)
Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten
Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food!
Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools
Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required!
speechTarget - What kind of target is this message intended for?
0 - Only visible for sender and receiver of message
1 - Visible to all players in range
2 - Visible to all NPCs and players in range
3 - Visible to all PCs everywhere + NPCs in range
4 - Visible to all PCs everywhere (broadcast)
5 - Only visible for the receiver of the message
speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5
speechFontType - The type of font to display the text in. Defaults to normal.
0 - Bold
1 - Normal with shadow
2 - Bold with shadow
3 - Normal
4 - Gothic
5 - Italic
6 - Small, dark
7 - Colourful
8 - Runic (only works with CAPS)
9 - Small, light
Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done
Added info about compiler/environment displayed at the top of the UOX3 console during startup
Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
default :
break ;
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}
return true ;
2002-04-07 21:27:53 +00:00
}
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//o------------------------------------------------------------------------------------------------o
//| Function - CPIGumpInput::HandleTownstoneText()
//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 new values for townstones
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//o------------------------------------------------------------------------------------------------o
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void CPIGumpInput : : HandleTownstoneText ( UI08 index )
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{
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CChar * mChar = tSock - > CurrcharObj ( ) ;
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UI16 resourceId ;
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UI32 amountToDonate ;
switch ( index )
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{
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case 6 : // it's our donate resource button
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{
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CTownRegion * ourRegion = cwmWorldState - > townRegions [ mChar - > GetTown ( ) ] ;
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amountToDonate = static_cast < UI32 > ( std : : stoul ( reply , nullptr , 0 ) ) ;
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if ( amountToDonate = = 0 )
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{
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tSock - > SysMessage ( 562 ) ; // You are donating nothing!
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return ;
}
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resourceId = ourRegion - > GetResourceId ( ) ;
UI32 numResources = GetItemAmount ( mChar , resourceId ) ;
2002-04-07 21:27:53 +00:00
2012-11-03 18:11:04 +00:00
if ( amountToDonate > numResources )
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{
tSock - > SysMessage ( 563 , numResources ) ; // You have insufficient resources to donate that much! You only have %i of them.
}
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else
{
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DeleteItemAmount ( mChar , amountToDonate , resourceId ) ;
2012-11-03 18:11:04 +00:00
ourRegion - > DonateResource ( tSock , amountToDonate ) ;
}
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 ;
2022-10-24 18:39:33 +08:00
}
2002-04-07 21:27:53 +00:00
}
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - CPIGumpInput::Handle()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
//| Purpose - Handles new values for gumps
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
2012-11-03 18:11:04 +00:00
bool CPIGumpInput : : Handle ( void )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
switch ( type )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
case 3 : HandleTownstoneText ( index ) ; break ;
case 20 :
{
2022-10-24 18:39:33 +08:00
CChar * mChar = CalcCharObjFromSer ( id ) ;
if ( ValidateObject ( mChar ) )
2012-11-03 18:11:04 +00:00
{
CSocket * mSock = mChar - > GetSocket ( ) ;
2021-06-12 07:30:23 -04:00
if ( mSock ! = nullptr )
2012-11-03 18:11:04 +00:00
{
2022-10-24 18:39:33 +08:00
UI32 scriptNo = mSock - > AddId ( ) ;
2012-11-03 18:11:04 +00:00
if ( scriptNo > = 0xFFFF )
{
2022-10-24 18:39:33 +08:00
cScript * toExecute = JSMapping - > GetScript ( ( scriptNo - 0xFFFF ) ) ;
2021-06-12 07:30:23 -04:00
if ( toExecute ! = nullptr )
2022-10-24 18:39:33 +08:00
{
2012-11-03 18:11:04 +00:00
toExecute - > HandleGumpInput ( this ) ;
2022-10-24 18:39:33 +08:00
}
mSock - > AddId ( 0 ) ;
2012-11-03 18:11:04 +00:00
}
}
}
}
2021-07-04 02:26:43 +08:00
[[fallthrough]] ; // Indicate to compiler that fallthrough is intentional to suppress warning
2012-11-03 18:11:04 +00:00
case 100 : GuildSys - > GumpInput ( this ) ; break ;
default :
break ;
2002-04-07 21:27:53 +00:00
}
2012-11-03 18:11:04 +00:00
return true ;
}
2021-04-26 00:42:07 +08:00
std : : string GrabMenuData ( std : : string sect , size_t entryNum , std : : string & tag )
2012-11-03 18:11:04 +00:00
{
2021-04-26 00:42:07 +08:00
std : : string data ;
2022-10-24 18:39:33 +08:00
CScriptSection * sectionData = FileLookup - > FindEntry ( sect , menus_def ) ;
2021-06-12 07:30:23 -04:00
if ( sectionData ! = nullptr )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
if ( sectionData - > NumEntries ( ) > = entryNum )
{
tag = sectionData - > MoveTo ( entryNum ) ;
data = sectionData - > GrabData ( ) ;
}
2002-04-07 21:27:53 +00:00
}
2012-11-03 18:11:04 +00:00
return data ;
2002-04-07 21:27:53 +00:00
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - CPIGumpChoice::Handle()
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
//| Modified - 2/10/2003
2022-10-24 18:39:33 +08:00
//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 choice "Help" menu, Tracking Menu, and Polymorph menu
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
2012-11-03 18:11:04 +00:00
bool CPIGumpChoice : : Handle ( void )
2002-04-07 21:27:53 +00:00
{
2021-04-26 00:42:07 +08:00
std : : string sect ;
std : : string tag ;
std : : string data ;
2012-11-03 18:11:04 +00:00
UI16 main = tSock - > GetWord ( 5 ) ;
UI16 sub = tSock - > GetWord ( 7 ) ;
CChar * mChar = tSock - > CurrcharObj ( ) ;
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 ( main > = JSGUMPMENUOFFSET ) // Between 0x4000 and 0xFFFF
{
// Handle button presses via global JS script
2022-10-24 18:39:33 +08:00
cScript * toExecute = JSMapping - > GetScript ( static_cast < UI16 > ( 0 ) ) ;
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 ( toExecute ! = nullptr )
{
if ( toExecute - > OnScrollingGumpPress ( tSock , main , sub ) = = 0 )
{
return true ;
}
}
}
else if ( main > = POLYMORPHMENUOFFSET )
2002-04-07 21:27:53 +00:00
{
2022-10-24 18:39:33 +08:00
sect = std : : string ( " POLYMORPHMENU " ) + oldstrutil : : number ( main ) ;
data = GrabMenuData ( sect , ( static_cast < size_t > ( sub ) * 2 ) , tag ) ;
2012-11-03 18:11:04 +00:00
if ( ! data . empty ( ) )
{
if ( main = = POLYMORPHMENUOFFSET )
2021-04-26 00:42:07 +08:00
{
2022-10-24 18:39:33 +08:00
Magic - > PolymorphMenu ( tSock , static_cast < UI16 > ( std : : stoul ( data , nullptr , 0 ) ) ) ;
2021-04-26 00:42:07 +08:00
}
2012-11-03 18:11:04 +00:00
else
{
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 - > IsOnHorse ( ) )
2021-04-26 00:42:07 +08:00
{
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
DismountCreature ( mChar ) ; // can't be polymorphed on a horse
2021-04-26 00:42:07 +08:00
}
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
else if ( mChar - > IsFlying ( ) )
2021-04-26 00:42:07 +08:00
{
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
mChar - > ToggleFlying ( ) ;
2021-04-26 00:42:07 +08:00
}
2022-10-24 18:39:33 +08:00
Magic - > Polymorph ( tSock , static_cast < UI16 > ( std : : stoul ( data , nullptr , 0 ) ) ) ;
2012-11-03 18:11:04 +00:00
}
}
2002-04-07 21:27:53 +00:00
}
2012-11-03 18:11:04 +00:00
else if ( main > = TRACKINGMENUOFFSET )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
if ( main = = TRACKINGMENUOFFSET )
{
2022-10-24 18:39:33 +08:00
sect = std : : string ( " TRACKINGMENU " ) + oldstrutil : : number ( main ) ;
data = GrabMenuData ( sect , ( static_cast < size_t > ( sub ) * 2 ) , tag ) ;
2021-06-30 00:00:48 +08:00
if ( ! data . empty ( ) & & tag ! = " What " )
2021-04-26 00:42:07 +08:00
{
2022-10-24 18:39:33 +08:00
Skills - > CreateTrackingMenu ( tSock , static_cast < UI16 > ( std : : stoul ( data , nullptr , 0 ) ) ) ;
2021-04-26 00:42:07 +08:00
}
2012-11-03 18:11:04 +00:00
}
else
{
2025-02-10 23:43:54 -06:00
if ( ! Skills - > CheckSkill ( mChar , TRACKING , 0 , mChar - > GetSkillCap ( TRACKING ) ) )
2012-11-03 18:11:04 +00:00
{
2022-10-24 18:39:33 +08:00
tSock - > SysMessage ( 575 ) ; // You fail your attempt at tracking.
2012-11-03 18:11:04 +00:00
return true ;
}
2022-10-24 18:39:33 +08:00
Skills - > Tracking ( tSock , static_cast < SI32 > ( sub - 1 ) ) ;
2012-11-03 18:11:04 +00:00
}
2002-04-07 21:27:53 +00:00
}
2012-11-03 18:11:04 +00:00
else if ( main < ITEMMENUOFFSET ) // GM Menus
2002-04-07 21:27:53 +00:00
{
2022-10-24 18:39:33 +08:00
sect = std : : string ( " GMMENU " ) + oldstrutil : : number ( main ) ;
data = GrabMenuData ( sect , ( static_cast < size_t > ( sub ) * 2 ) , tag ) ;
2012-11-03 18:11:04 +00:00
if ( ! tag . empty ( ) )
2022-10-24 18:39:33 +08:00
{
2012-11-03 18:11:04 +00:00
HandleGumpCommand ( tSock , tag , data ) ;
2022-10-24 18:39:33 +08:00
}
2002-04-07 21:27:53 +00:00
}
2012-11-03 18:11:04 +00:00
return true ;
2002-04-07 21:27:53 +00:00
}
2022-06-09 11:41:07 -04:00
//============================================================================================
2022-10-24 18:39:33 +08:00
auto HandleCommonGump ( CSocket * mSock , CScriptSection * gumpScript , UI16 gumpIndex ) - > void
{
2022-06-09 11:41:07 -04:00
auto mChar = mSock - > CurrcharObj ( ) ;
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
std : : string line ;
2022-10-24 18:39:33 +08:00
UI16 modelId = 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
UI16 modelColour = 0 ;
2021-04-26 00:42:07 +08:00
std : : string tag = gumpScript - > First ( ) ;
std : : string data = gumpScript - > GrabData ( ) ;
2022-06-09 11:41:07 -04:00
line = tag + " " s + data ;
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
CPOpenGump toSend ( * mChar ) ;
toSend . GumpIndex ( gumpIndex ) ;
toSend . Question ( line ) ;
2022-10-24 18:39:33 +08:00
for ( tag = gumpScript - > Next ( ) ; ! gumpScript - > AtEnd ( ) ; tag = gumpScript - > Next ( ) )
{
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
data = gumpScript - > GrabData ( ) ;
2022-10-24 18:39:33 +08:00
modelId = static_cast < UI16 > ( stoul ( tag , nullptr , 0 ) ) ;
toSend . AddResponse ( modelId , modelColour , data ) ;
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
tag = gumpScript - > Next ( ) ;
}
toSend . Finalize ( ) ;
mSock - > Send ( & toSend ) ;
2002-04-07 21:27:53 +00:00
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - CGumpDisplay::AddData()
//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 - Adds the data to the gump to send
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
void CGumpDisplay : : AddData ( GumpInfo_st * toAdd )
2002-04-07 21:27:53 +00:00
{
2022-10-24 18:39:33 +08:00
GumpInfo_st * gAdd = new GumpInfo_st ;
2012-11-03 18:11:04 +00:00
gAdd - > name = toAdd - > name ;
gAdd - > value = toAdd - > value ;
gAdd - > type = toAdd - > type ;
gAdd - > stringValue = toAdd - > stringValue ;
2002-04-07 21:27:53 +00:00
gumpData . push_back ( gAdd ) ;
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - CGumpDisplay::AddData()
//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 - Adds the data to the gump to send
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
void CGumpDisplay : : AddData ( std : : string toAdd , UI32 value , UI08 type )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
if ( toAdd . empty ( ) )
return ;
2022-10-24 18:39:33 +08:00
GumpInfo_st * gAdd = new GumpInfo_st ;
2012-11-03 18:11:04 +00:00
gAdd - > name = toAdd ;
gAdd - > stringValue = " " ;
gAdd - > value = value ;
gAdd - > type = type ;
2002-04-07 21:27:53 +00:00
gumpData . push_back ( gAdd ) ;
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - CGumpDisplay::AddData()
//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 - Adds the data to the gump to send
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
void CGumpDisplay : : AddData ( std : : string toAdd , const std : : string & toSet , UI08 type )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
if ( toAdd . empty ( ) & & type ! = 7 )
2002-04-07 21:27:53 +00:00
return ;
2022-10-24 18:39:33 +08:00
GumpInfo_st * gAdd = new GumpInfo_st ;
2002-04-07 21:27:53 +00:00
gAdd - > name = toAdd ;
gAdd - > stringValue = toSet ;
gAdd - > type = type ;
gumpData . push_back ( gAdd ) ;
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - CGumpDisplay::CGumpDisplay()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Begin CGumpDisplay stuff by setting the target, clearing any existing data, and setting the w / h
//o------------------------------------------------------------------------------------------------o
CGumpDisplay : : CGumpDisplay ( CSocket * target ) : toSendTo ( target )
2002-04-07 21:27:53 +00:00
{
gumpData . resize ( 0 ) ;
width = 340 ;
height = 320 ;
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - CGumpDisplay::CGumpDisplay( CSocket *target, UI16 gumpWidth, UI16 gumpHeight )
//o------------------------------------------------------------------------------------------------o
//| Purpose - Begin CGumpDisplay stuff by setting the target, clearing any existing data, and setting the w / h
//o------------------------------------------------------------------------------------------------o
CGumpDisplay : : CGumpDisplay ( CSocket * target , UI16 gumpWidth , UI16 gumpHeight ) :
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
width ( gumpWidth ) , height ( gumpHeight ) , toSendTo ( target )
2002-04-07 21:27:53 +00:00
{
gumpData . resize ( 0 ) ;
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - CGumpDisplay::~CGumpDisplay()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Clear any existing CGumpDisplay data
//o------------------------------------------------------------------------------------------------o
CGumpDisplay : : ~ CGumpDisplay ( )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
for ( size_t i = 0 ; i < gumpData . size ( ) ; + + i )
2022-10-24 18:39:33 +08:00
{
2002-04-07 21:27:53 +00:00
delete gumpData [ i ] ;
2022-10-24 18:39:33 +08:00
}
2002-04-07 21:27:53 +00:00
Delete ( ) ;
gumpData . resize ( 0 ) ;
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - CGumpDisplay::Delete()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Delete all CGumpDisplay entries
//o------------------------------------------------------------------------------------------------o
void CGumpDisplay : : Delete ( void )
2002-04-07 21:27:53 +00:00
{
one . resize ( 0 ) ;
two . resize ( 0 ) ;
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - CGumpDisplay::SetTitle()
//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 - Set a gumps title
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
void CGumpDisplay : : SetTitle ( const std : : string & newTitle )
2002-04-07 21:27:53 +00:00
{
title = newTitle ;
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - SendVecsAsGump()
//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 - Sends to socket sock the data in one and two. One is control, two is data
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
void SendVecsAsGump ( CSocket * sock , std : : vector < std : : string > & one , std : : vector < std : : string > & two , UI32 type , SERIAL serial )
2002-04-07 21:27:53 +00:00
{
2012-11-03 18:11:04 +00:00
CPSendGumpMenu toSend ;
2022-10-24 18:39:33 +08:00
toSend . GumpId ( type ) ;
toSend . UserId ( serial ) ;
2002-04-07 21:27:53 +00:00
2012-11-03 18:11:04 +00:00
size_t line = 0 ;
for ( line = 0 ; line < one . size ( ) ; + + line )
2022-10-24 18:39:33 +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
toSend . addCommand ( one [ line ] ) ;
2022-10-24 18:39:33 +08:00
}
2002-04-07 21:27:53 +00:00
2012-11-03 18:11:04 +00:00
for ( line = 0 ; line < two . size ( ) ; + + line )
2022-10-24 18:39:33 +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
toSend . addText ( two [ line ] ) ;
2022-10-24 18:39:33 +08:00
}
2002-04-07 21:27:53 +00:00
2012-11-03 18:11:04 +00:00
toSend . Finalize ( ) ;
sock - > Send ( & toSend ) ;
2002-04-07 21:27:53 +00:00
}
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - CGumpDisplay::Send()
//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 - Sends gump data to the socket
2022-10-24 18:39:33 +08:00
//o------------------------------------------------------------------------------------------------o
void CGumpDisplay : : Send ( UI32 gumpNum , bool isMenu , SERIAL serial )
2002-04-07 21:27:53 +00:00
{
2022-10-24 18:39:33 +08:00
constexpr auto maxsize = 512 ;
std : : string temp ;
2012-11-03 18:11:04 +00:00
size_t i ;
2002-04-07 21:27:53 +00:00
UI32 pagenum = 1 , position = 40 , linenum = 1 , buttonnum = 7 ;
UI08 numToPage = 10 , stringWidth = 10 ;
2012-11-03 18:11:04 +00:00
if ( ! one . empty ( ) & & ! two . empty ( ) )
2002-04-07 21:27:53 +00:00
{
SendVecsAsGump ( toSendTo , one , two , gumpNum , serial ) ;
return ;
}
UI08 ser1 , ser2 , ser3 , ser4 ;
//--static pages
one . push_back ( " page 0 " ) ;
2022-10-24 18:39:33 +08:00
temp = oldstrutil : : format ( maxsize , " resizepic 0 0 %i %i %i " , cwmWorldState - > ServerData ( ) - > BackgroundPic ( ) , width , height ) ;
2002-04-07 21:27:53 +00:00
one . push_back ( temp ) ;
2022-10-24 18:39:33 +08:00
temp = oldstrutil : : format ( maxsize , " button %i 15 %i %i 1 0 1 " , width - 40 , cwmWorldState - > ServerData ( ) - > ButtonCancel ( ) , cwmWorldState - > ServerData ( ) - > ButtonCancel ( ) + 1 ) ;
2002-04-07 21:27:53 +00:00
one . push_back ( temp ) ;
2022-10-24 18:39:33 +08:00
temp = oldstrutil : : format ( maxsize , " text 45 15 %i 0 " , cwmWorldState - > ServerData ( ) - > TitleColour ( ) ) ;
2002-04-07 21:27:53 +00:00
one . push_back ( temp ) ;
2022-10-24 18:39:33 +08:00
temp = oldstrutil : : format ( maxsize , " page %u " , pagenum ) ;
2002-04-07 21:27:53 +00:00
one . push_back ( temp ) ;
2022-10-24 18:39:33 +08:00
if ( title . length ( ) = = 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
temp = " General Gump " ;
}
2022-10-24 18:39:33 +08:00
else
{
temp = title ;
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
}
2002-04-07 21:27:53 +00:00
two . push_back ( temp ) ;
2022-10-24 18:39:33 +08:00
numToPage = static_cast < UI08 > ( ( ( height - 30 ) / 20 ) - 2 ) ;
stringWidth = static_cast < UI08 > ( ( width / 2 ) / 10 ) ;
2002-04-07 21:27:53 +00:00
UI32 lineForButton ;
2012-11-03 18:11:04 +00:00
for ( i = 0 , lineForButton = 0 ; i < gumpData . size ( ) ; + + i , + + lineForButton )
2002-04-07 21:27:53 +00:00
{
2022-10-24 18:39:33 +08:00
if ( lineForButton > 0 & & ( ! ( lineForButton % numToPage ) ) )
2002-04-07 21:27:53 +00:00
{
position = 40 ;
2012-11-03 18:11:04 +00:00
+ + pagenum ;
2022-10-24 18:39:33 +08:00
temp = oldstrutil : : format ( maxsize , " page %u " , pagenum ) ;
2002-04-07 21:27:53 +00:00
one . push_back ( temp ) ;
}
if ( gumpData [ i ] - > type ! = 7 )
{
2022-10-24 18:39:33 +08:00
temp = oldstrutil : : format ( maxsize , " text 50 %u %i %u " , position , cwmWorldState - > ServerData ( ) - > LeftTextColour ( ) , linenum + + ) ;
2002-04-07 21:27:53 +00:00
one . push_back ( temp ) ;
if ( isMenu )
{
2022-10-24 18:39:33 +08:00
temp = oldstrutil : : format ( maxsize , " button 20 %u %i %i 1 0 %u " , position , cwmWorldState - > ServerData ( ) - > ButtonRight ( ) , cwmWorldState - > ServerData ( ) - > ButtonRight ( ) + 1 , buttonnum ) ;
2002-04-07 21:27:53 +00:00
one . push_back ( temp ) ;
}
2022-10-24 18:39:33 +08:00
temp = oldstrutil : : format ( maxsize , " text %i %u %i %u " , ( width / 2 ) + 10 , position , cwmWorldState - > ServerData ( ) - > RightTextColour ( ) , linenum + + ) ;
2002-04-07 21:27:53 +00:00
one . push_back ( temp ) ;
two . push_back ( gumpData [ i ] - > name ) ;
}
else
{
2022-10-24 18:39:33 +08:00
temp = oldstrutil : : format ( maxsize , " text 30 %u %i %u " , position , cwmWorldState - > ServerData ( ) - > LeftTextColour ( ) , linenum + + ) ;
2002-04-07 21:27:53 +00:00
one . push_back ( temp ) ;
}
Code cleanup
Embraced the usage of R32, R64, SI16, UI16, SI32, UI32, SI64 and UI64 typedef aliases as replacement for built-in types throughout the sourcecode:
typedef float R32;
typedef double R64;
typedef signed char SI08;
typedef unsigned char UI08;
typedef signed short int SI16;
typedef unsigned short int UI16;
typedef signed int SI32;
typedef unsigned int UI32;
typedef signed long long SI64;
typedef unsigned long long UI64;
As part of this process, UI32 was redefined from unsigned long int to unsigned int, and SI32 from signed long int to signed int to ensure the size of variables using these remain the same (32bit) across both Windows, Linux and MacOS for both 32bit and 64bit platforms
Replaced instances of toLong() with toInt(), and toULong() to toUInt()
Replaced instances of "long" and "int" with SI32 where possible
Replaced instances of "unsigned long" and "unsigned int" with UI32 where possible
Replaced instances of "float" with R32 where possible
2020-08-12 23:46:33 +08:00
UI32 value = gumpData [ i ] - > value ;
2002-04-07 21:27:53 +00:00
switch ( gumpData [ i ] - > type )
{
2012-11-03 18:11:04 +00:00
case 0 : // all numbers of sorts
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
temp = std : : to_string ( value ) ;
2012-11-03 18:11:04 +00:00
break ;
case 1 :
2022-10-24 18:39:33 +08:00
temp = oldstrutil : : format ( " %x " , static_cast < UI32 > ( value ) ) ;
2012-11-03 18:11:04 +00:00
break ;
case 2 :
2022-10-24 18:39:33 +08:00
ser1 = static_cast < UI08 > ( value > > 24 ) ;
ser2 = static_cast < UI08 > ( value > > 16 ) ;
ser3 = static_cast < UI08 > ( value > > 8 ) ;
ser4 = static_cast < UI08 > ( value % 256 ) ;
2022-03-04 07:35:46 -05:00
temp = oldstrutil : : format ( " %i %i %i %i " , ser1 , ser2 , ser3 , ser4 ) ;
2012-11-03 18:11:04 +00:00
break ;
case 3 :
2022-10-24 18:39:33 +08:00
ser1 = static_cast < UI08 > ( value > > 24 ) ;
ser2 = static_cast < UI08 > ( value > > 16 ) ;
ser3 = static_cast < UI08 > ( value > > 8 ) ;
ser4 = static_cast < UI08 > ( value % 256 ) ;
2022-03-04 07:35:46 -05:00
temp = oldstrutil : : format ( " %x %x %x %x " , ser1 , ser2 , ser3 , ser4 ) ;
2012-11-03 18:11:04 +00:00
break ;
case 4 :
2022-10-24 18:39:33 +08:00
if ( gumpData [ i ] - > stringValue . empty ( ) )
{
temp = " nullptr POINTER " ;
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
}
2022-10-24 18:39:33 +08:00
else
{
temp = gumpData [ i ] - > stringValue ;
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 ( temp . size ( ) > stringWidth ) // too wide for one line, CRAP!
2002-04-07 21:27:53 +00:00
{
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
std : : string temp2 ;
std : : string temp3 ;
size_t tempWidth = temp . size ( ) - stringWidth ;
2022-10-24 18:39:33 +08:00
temp2 = temp . substr ( 0 , stringWidth ) ;
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
2002-04-07 21:27:53 +00:00
two . push_back ( temp2 ) ;
2022-10-24 18:39:33 +08:00
for ( UI32 tempCounter = 0 ; tempCounter < tempWidth / ( static_cast < size_t > ( stringWidth ) * 2 ) + 1 ; + + tempCounter )
2012-11-03 18:11:04 +00:00
{
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
//LOOKATME
2012-11-03 18:11:04 +00:00
position + = 20 ;
+ + lineForButton ;
2022-03-04 07:35:46 -05:00
temp3 = oldstrutil : : format ( " text %i %u %i %u " , 30 , position , cwmWorldState - > ServerData ( ) - > RightTextColour ( ) , linenum + + ) ;
2012-11-03 18:11:04 +00:00
one . push_back ( temp3 ) ;
2022-10-24 18:39:33 +08:00
auto remaining = std : : min < std : : size_t > ( ( temp . size ( ) - ( static_cast < size_t > ( tempCounter ) + 1 ) * static_cast < size_t > ( stringWidth ) * 2 ) , static_cast < size_t > ( stringWidth ) * 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
2022-10-24 18:39:33 +08:00
temp2 = temp . substr ( static_cast < size_t > ( stringWidth ) + static_cast < size_t > ( tempCounter ) * static_cast < size_t > ( stringWidth ) * 2 , remaining ) ;
2012-11-03 18:11:04 +00:00
two . push_back ( temp2 ) ;
}
// be stupid for the moment and do no text wrapping over pages
2002-04-07 21:27:53 +00:00
}
2012-11-03 18:11:04 +00:00
else
2022-10-24 18:39:33 +08:00
{
2012-11-03 18:11:04 +00:00
two . push_back ( temp ) ;
2022-10-24 18:39:33 +08:00
}
2012-11-03 18:11:04 +00:00
break ;
case 5 :
2022-10-24 18:39:33 +08:00
ser1 = static_cast < UI08 > ( value > > 8 ) ;
ser2 = static_cast < UI08 > ( value % 256 ) ;
2022-03-04 07:35:46 -05:00
temp = oldstrutil : : format ( " 0x%02x%02x " , ser1 , ser2 ) ;
2012-11-03 18:11:04 +00:00
break ;
case 6 :
2022-10-24 18:39:33 +08:00
ser1 = static_cast < UI08 > ( value > > 8 ) ;
ser2 = static_cast < UI08 > ( value % 256 ) ;
temp = oldstrutil : : format ( " %i %i " , ser1 , ser2 ) ;
2012-11-03 18:11:04 +00:00
break ;
case 7 :
2022-10-24 18:39:33 +08:00
if ( gumpData [ i ] - > stringValue . empty ( ) )
{
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
temp = " Null Pointer " ;
}
2022-10-24 18:39:33 +08:00
else
{
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
temp = gumpData [ i ] - > stringValue ;
}
Code cleanup
Embraced the usage of R32, R64, SI16, UI16, SI32, UI32, SI64 and UI64 typedef aliases as replacement for built-in types throughout the sourcecode:
typedef float R32;
typedef double R64;
typedef signed char SI08;
typedef unsigned char UI08;
typedef signed short int SI16;
typedef unsigned short int UI16;
typedef signed int SI32;
typedef unsigned int UI32;
typedef signed long long SI64;
typedef unsigned long long UI64;
As part of this process, UI32 was redefined from unsigned long int to unsigned int, and SI32 from signed long int to signed int to ensure the size of variables using these remain the same (32bit) across both Windows, Linux and MacOS for both 32bit and 64bit platforms
Replaced instances of toLong() with toInt(), and toULong() to toUInt()
Replaced instances of "long" and "int" with SI32 where possible
Replaced instances of "unsigned long" and "unsigned int" with UI32 where possible
Replaced instances of "float" with R32 where possible
2020-08-12 23:46:33 +08:00
SI32 sWidth ;
2012-11-03 18:11:04 +00:00
sWidth = stringWidth * 2 ;
2022-10-24 18:39:33 +08:00
if ( temp . size ( ) > static_cast < size_t > ( sWidth ) ) // too wide for one line, CRAP!
2002-04-07 21:27:53 +00:00
{
2022-10-24 18:39:33 +08:00
std : : string temp2 ;
std : : string temp3 ;
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
size_t tempWidth = temp . size ( ) - sWidth ;
2022-10-24 18:39:33 +08:00
temp2 = temp . substr ( 0 , sWidth ) ;
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
2002-04-07 21:27:53 +00:00
two . push_back ( temp2 ) ;
2012-11-03 18:11:04 +00:00
for ( UI32 tempCounter = 0 ; tempCounter < tempWidth / sWidth + 1 ; + + tempCounter )
{
position + = 20 ;
+ + lineForButton ;
2022-10-24 18:39:33 +08:00
temp3 = oldstrutil : : format ( 512 , " text %i %u %i %u " , 30 , position , cwmWorldState - > ServerData ( ) - > LeftTextColour ( ) , linenum + + ) ;
2012-11-03 18:11:04 +00:00
one . push_back ( temp3 ) ;
2022-10-24 18:39:33 +08:00
auto remaining = std : : min < std : : size_t > ( temp . size ( ) - ( static_cast < size_t > ( tempCounter ) + 1 ) * static_cast < size_t > ( sWidth ) , static_cast < std : : size_t > ( sWidth ) ) ;
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
2022-10-24 18:39:33 +08:00
temp2 = temp . substr ( ( static_cast < size_t > ( tempCounter ) + 1 ) * static_cast < size_t > ( sWidth ) , remaining ) ;
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
2012-11-03 18:11:04 +00:00
two . push_back ( temp2 ) ;
}
// be stupid for the moment and do no text wrapping over pages
2002-04-07 21:27:53 +00:00
}
2012-11-03 18:11:04 +00:00
else
2022-10-24 18:39:33 +08:00
{
2012-11-03 18:11:04 +00:00
two . push_back ( temp ) ;
2022-10-24 18:39:33 +08:00
}
2012-11-03 18:11:04 +00:00
break ;
case 8 :
2022-10-24 18:39:33 +08:00
if ( gumpData [ i ] - > stringValue . empty ( ) )
{
temp = " 0.00 " ;
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
}
2022-10-24 18:39:33 +08:00
else
{
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
2022-10-24 18:39:33 +08:00
temp = oldstrutil : : format ( " %.2f " , std : : stof ( gumpData [ i ] - > stringValue ) ) ;
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
}
2012-11-03 18:11:04 +00:00
break ;
default :
2022-10-24 18:39:33 +08:00
temp = std : : to_string ( value ) ;
2012-11-03 18:11:04 +00:00
break ;
2002-04-07 21:27:53 +00:00
}
if ( gumpData [ i ] - > type ! = 4 & & gumpData [ i ] - > type ! = 7 )
2022-10-24 18:39:33 +08:00
{
2002-04-07 21:27:53 +00:00
two . push_back ( temp ) ;
2022-10-24 18:39:33 +08:00
}
2002-04-07 21:27:53 +00:00
position + = 20 ;
2012-11-03 18:11:04 +00:00
+ + buttonnum ;
2002-04-07 21:27:53 +00:00
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
pagenum = 1 ;
2022-10-24 18:39:33 +08:00
for ( i = 0 ; static_cast < UI32 > ( i ) < = lineForButton ; i + = numToPage )
2002-04-07 21:27:53 +00:00
{
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
temp = " page " + std : : to_string ( pagenum ) ;
2002-04-07 21:27:53 +00:00
one . push_back ( temp ) ;
if ( i > = 10 )
{
2022-10-24 18:39:33 +08:00
temp = oldstrutil : : format ( " button 10 %i %i %i 0 %u " , height - 40 , cwmWorldState - > ServerData ( ) - > ButtonLeft ( ) , cwmWorldState - > ServerData ( ) - > ButtonLeft ( ) + 1 , pagenum - 1 ) ; //back button
2002-04-07 21:27:53 +00:00
one . push_back ( temp ) ;
}
2003-03-05 00:53:45 +00:00
if ( lineForButton > numToPage & & static_cast < UI32 > ( ( i + numToPage ) ) < lineForButton )
2002-04-07 21:27:53 +00:00
{
2022-10-24 18:39:33 +08:00
temp = oldstrutil : : format ( " button %i %i %i %i 0 %u " , width - 40 , height - 40 , cwmWorldState - > ServerData ( ) - > ButtonRight ( ) , cwmWorldState - > ServerData ( ) - > ButtonRight ( ) + 1 , pagenum + 1 ) ; //forward button
2002-04-07 21:27:53 +00:00
one . push_back ( temp ) ;
}
2012-11-03 18:11:04 +00:00
+ + pagenum ;
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
}
2002-04-07 21:27:53 +00:00
SendVecsAsGump ( toSendTo , one , two , gumpNum , serial ) ;
}