uox3/source/effect.cpp

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2002-04-07 20:53:41 +00:00
#include "uox3.h"
Added: -JS Get/Set "vulnerable" handlers for character properties (Abaddon) -willHunger with Get/Set HungerStatus() wrappers to CChar class (can now selectively stop a character/creature from continuing to hunger) -JS Get/Set "willhunger" handlers for character properties Changed: Linux compile fixes (thanks Malketh) Hash.h warning fixed (thanks Philantrop) Fixes to getRootPack() and getPackOwner() Removed many #includes from the global scope, including them in the specific files that need them This should greatly reduce compile time and filesize, along with the need to recompile after altering most headers Removed the linux ifdefs around typedefd function declarations, this should work with gcc 3.2 Moved global loading functions into a new cFileIO() class to take them out of global scope Fixed an issue causing items to not be sent to the client (thanks Malketh) Moved some global structs into the CWorldMain class Fixed a bug causing a crash on character / item creation Moved all effects stuff into its own class to take it out of global scope Changed the variable CChar::region to CChar::regionNum to avoid conflicts with the cTownRegion region[] indexes Moved getbestskill(), isHuman(), and inDungeon() into the CChar class to remove them from global scope Took npcSimpleAttackTarget() out of global scope Rewrote restock() to make use of restockNPC() Changed the typedef'd iterator in hash.h to HASHITERATOR to kill a Linux warning Renamed cEffects::soundeffect() to PlaySound() and removed unneeded overloads Fixed a bug causing executebatch to be set with locationcount data Rewrote cEffects::bgsound() Documented sounds.cpp Misc minor cleanups / fixes Removed: sendItemsInRange() (CChar::Teleport() does the same thing) Many #includes that were not being used deathMenu() respawnnow() and moved all of its code into command_respawn() one instance of cEffects::scpSoundEffect() and renamed the other to PlaySound() 3/13/2003 Changed Fixed an issue allowing the server to not have a dictionary.ZRO (which would cause a crash when a dictionary entry was called with no language) Fixed an issue causing the server to puke when it attempted a restart Moved SpawnRandomItem() into cItem class Moved SpawnRandomMonster() into cCharHandle class Broke necro.dfn into fishing.dfn and digging.dfn Made better use of SpawnRandomItem() and SpawnRandomMonster() 3/12/2003 Added: CPOpenGump and CPSpeech packet class to remove some global vars (Note these are pretty basic classes and someone with a better understanding of how we handle sending/recieving packets could probably expand these to make better use of them) Changed: Moved many global vars into the CWorldMain() class Cleaned ResetVars() in uox3.cpp as ResetDefaults() in CWorldMain() now handles much of that Added a check to ensure text wasn't sent twice in talking(), should fix double-speech Cleaned up cmdtable.cpp removing a couple duplicate entries, etc Changed target() to only require 4 values (as the first two were always 0 and 1) Removed many unneeded typedefs and globals Went through cServerData() and noted unused server.ini entries Moved title1(), title2(), and title3() to cClick.cpp since that is their only usage, made use of MAX_TITLE to ensure we wouldn't overrun the buffers, and renamed them matching what title they were 3/11/2003 Changed: Fixed a potentially very serious bugs with how containers were being set upon loading the world Fixed possible re-adding of weight to containers and characters at load Fixed a bug causing equipped items that were not weapons to take damage in combat Minor cleanups / warning fixes / Linux compatability issues (punt) 3/7/2003 Overhauls/Additions/Major Changes Changed: Tweaks/Object Conversions/Misc Small Changes Changed: Changed CItem::Get/SetLayer() to a UI08 Fixed a bug in speech causing you to see your own text twice Fixed a nasty crash bug
2003-03-23 10:18:02 +00:00
#include "skills.h"
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
#include "magic.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 "cMagic.h"
#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 "mapstuff.h"
#include "cScript.h"
#include "cEffects.h"
#include "teffect.h"
#include "CPacketSend.h"
#include "classes.h"
#include "regions.h"
#include "combat.h"
#include "CJSMapping.h"
#include "townregion.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"
2023-04-07 11:17:51 -04:00
#include "strutil.hpp"
#include <algorithm>
Added: -JS Get/Set "vulnerable" handlers for character properties (Abaddon) -willHunger with Get/Set HungerStatus() wrappers to CChar class (can now selectively stop a character/creature from continuing to hunger) -JS Get/Set "willhunger" handlers for character properties Changed: Linux compile fixes (thanks Malketh) Hash.h warning fixed (thanks Philantrop) Fixes to getRootPack() and getPackOwner() Removed many #includes from the global scope, including them in the specific files that need them This should greatly reduce compile time and filesize, along with the need to recompile after altering most headers Removed the linux ifdefs around typedefd function declarations, this should work with gcc 3.2 Moved global loading functions into a new cFileIO() class to take them out of global scope Fixed an issue causing items to not be sent to the client (thanks Malketh) Moved some global structs into the CWorldMain class Fixed a bug causing a crash on character / item creation Moved all effects stuff into its own class to take it out of global scope Changed the variable CChar::region to CChar::regionNum to avoid conflicts with the cTownRegion region[] indexes Moved getbestskill(), isHuman(), and inDungeon() into the CChar class to remove them from global scope Took npcSimpleAttackTarget() out of global scope Rewrote restock() to make use of restockNPC() Changed the typedef'd iterator in hash.h to HASHITERATOR to kill a Linux warning Renamed cEffects::soundeffect() to PlaySound() and removed unneeded overloads Fixed a bug causing executebatch to be set with locationcount data Rewrote cEffects::bgsound() Documented sounds.cpp Misc minor cleanups / fixes Removed: sendItemsInRange() (CChar::Teleport() does the same thing) Many #includes that were not being used deathMenu() respawnnow() and moved all of its code into command_respawn() one instance of cEffects::scpSoundEffect() and renamed the other to PlaySound() 3/13/2003 Changed Fixed an issue allowing the server to not have a dictionary.ZRO (which would cause a crash when a dictionary entry was called with no language) Fixed an issue causing the server to puke when it attempted a restart Moved SpawnRandomItem() into cItem class Moved SpawnRandomMonster() into cCharHandle class Broke necro.dfn into fishing.dfn and digging.dfn Made better use of SpawnRandomItem() and SpawnRandomMonster() 3/12/2003 Added: CPOpenGump and CPSpeech packet class to remove some global vars (Note these are pretty basic classes and someone with a better understanding of how we handle sending/recieving packets could probably expand these to make better use of them) Changed: Moved many global vars into the CWorldMain() class Cleaned ResetVars() in uox3.cpp as ResetDefaults() in CWorldMain() now handles much of that Added a check to ensure text wasn't sent twice in talking(), should fix double-speech Cleaned up cmdtable.cpp removing a couple duplicate entries, etc Changed target() to only require 4 values (as the first two were always 0 and 1) Removed many unneeded typedefs and globals Went through cServerData() and noted unused server.ini entries Moved title1(), title2(), and title3() to cClick.cpp since that is their only usage, made use of MAX_TITLE to ensure we wouldn't overrun the buffers, and renamed them matching what title they were 3/11/2003 Changed: Fixed a potentially very serious bugs with how containers were being set upon loading the world Fixed possible re-adding of weight to containers and characters at load Fixed a bug causing equipped items that were not weapons to take damage in combat Minor cleanups / warning fixes / Linux compatability issues (punt) 3/7/2003 Overhauls/Additions/Major Changes Changed: Tweaks/Object Conversions/Misc Small Changes Changed: Changed CItem::Get/SetLayer() to a UI08 Fixed a bug in speech causing you to see your own text twice Fixed a nasty crash bug
2003-03-23 10:18:02 +00:00
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::DeathAction()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Plays a characters death animation and sends it to nearby players
//o------------------------------------------------------------------------------------------------o
void cEffects::DeathAction( CChar *s, CItem *x, UI08 fallDirection )
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
{
CPDeathAction toSend(( *s ), ( *x ));
toSend.FallDirection( fallDirection );
for( auto &mSock : FindNearbyPlayers( s ))
{
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if( mSock->CurrcharObj() != s ) // Death action screws up corpse display for the person who died.
{
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mSock->Send( &toSend );
}
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
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::SpawnBloodEffect()
//o------------------------------------------------------------------------------------------------o
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
//| Purpose - Spawns a blood effect item and returns the newly created object to caller
//o------------------------------------------------------------------------------------------------o
CItem * cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceId, UI16 bloodColour, BloodTypes bloodType )
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
{
// Use default blood decay timer from ini setting
R32 bloodDecayTimer = static_cast<R32>( cwmWorldState->ServerData()->SystemTimer( tSERVER_BLOODDECAY ));
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
// Blood effects, sorted by size of effect from small to large
std::vector<UI16> bloodIds{ 0x1645, 0x122C, 0x122E, 0x122B, 0x122D, 0x122A, 0x122F };
UI16 bloodEffectId = 0x122c;
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
switch( bloodType )
{
case BLOOD_DEATH:
// Use corpse-specific blood decay timer instead of default one
bloodDecayTimer = static_cast<R32>( cwmWorldState->ServerData()->SystemTimer( tSERVER_BLOODDECAYCORPSE ));
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
// Randomize between large blood effects
bloodEffectId = bloodIds[RandomNum( static_cast<UI16>( 3 ), static_cast<UI16>( 6 ))];
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
break;
case BLOOD_BLEED:
// Randomize between small blood effects
bloodEffectId = bloodIds[RandomNum( static_cast<UI16>( 0 ), static_cast<UI16>( 3 ))];
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
break;
case BLOOD_CRITICAL:
// Randomize between medium to large blood effects
bloodEffectId = bloodIds[RandomNum( static_cast<UI16>( 2 ), static_cast<UI16>( 5 ))];
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
// More blood, so increase the time it takes to decay
bloodDecayTimer *= 1.5;
break;
default:
break;
}
// Spawn the blood effect item
CItem *blood = Items->CreateBaseItem( worldNum, OT_ITEM, instanceId, false );
if( ValidateObject( blood ))
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
{
blood->SetId( bloodEffectId );
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
blood->SetColour( bloodColour );
blood->SetDecayable( true );
blood->SetDecayTime( BuildTimeValue( bloodDecayTimer ));
return blood;
}
return nullptr;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlayMovingAnimation( CBaseObject *source, CBaseObject *dest, UI16 effect,
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 speed, UI08 loop, bool explode, UI32 hue, UI32 renderMode )
//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 a message to client to display a moving animation from source object to target object
//o------------------------------------------------------------------------------------------------o
void cEffects::PlayMovingAnimation( CBaseObject *source, CBaseObject *dest, UI16 effect, UI08 speed, UI08 loop, bool explode, UI32 hue, UI32 renderMode, bool playLocalMoveFX )
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{ //0x0f 0x42 = arrow 0x1b 0xfe=bolt
if( !ValidateObject( source ) || !ValidateObject( dest ))
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return;
// TODO - if enhanced client/3d client, send packet 0xC7 (CP3DGraphicalEffect) instead
// CP3DGraphicalEffect toSend( 0, ( *source ), ( *dest ));
CPGraphicalEffect2 toSend( 0, ( *source ), ( *dest ));
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toSend.Model( effect );
toSend.SourceLocation(( *source ));
toSend.TargetLocation(( *dest ));
toSend.Z( dest->GetZ() + 14 );
toSend.ZTrg( dest->GetZ() + 11 );
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toSend.Speed( speed );
toSend.Duration( loop );
toSend.ExplodeOnImpact( explode );
2003-03-05 00:04:26 +00:00
toSend.Hue( hue );
toSend.RenderMode( renderMode ); // 0x00000004
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
// Edge case, in case someone want to play the moving FX locally on source object
if( source == dest && playLocalMoveFX )
{
toSend.Effect( 0x03 );
if( loop == 0 )
{
// Make sure effect has a fixed duration, or it will stick around for ever!
toSend.Duration( 0x05 );
}
toSend.SourceSerial( 0x0000 );
toSend.TargetSerial( 0x0000 );
toSend.TargetLocation( 0, 0, 0 );
}
// TODO: Used with 3D graphical effect only
/*toSend.EffectId3D( 0x0000 );
toSend.ExplodeEffectId( 0x0001 );
toSend.MovingEffectId( 0xFFFF );
toSend.TargetObjSerial( dest->GetSerial() );
toSend.LayerId( 0x01 );
toSend.Unknown( 0x0000 );*/
for( auto &tSock : Network->connClients )
{
if( ObjInRange( tSock, source, DIST_SAMESCREEN ) && ObjInRange( tSock, dest, DIST_SAMESCREEN ))
{
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tSock->Send( &toSend );
}
}
2002-04-07 20:53:41 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlayMovingAnimation( CBaseObject *source, SI16 x, SI16 y, SI08 z, UI16 effect,
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 speed, UI08 loop, bool explode, UI32 hue, UI32 renderMode )
//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 a message to client to display a moving animation from source object to target location
//o------------------------------------------------------------------------------------------------o
void cEffects::PlayMovingAnimation( CBaseObject *source, SI16 x, SI16 y, SI08 z, UI16 effect, UI08 speed, UI08 loop, bool explode, UI32 hue, UI32 renderMode )
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{ //0x0f 0x42 = arrow 0x1b 0xfe=bolt
if( !ValidateObject( source ))
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return;
CPGraphicalEffect2 toSend( 0, ( *source ));
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toSend.TargetSerial( INVALIDSERIAL );
toSend.Model( effect );
toSend.SourceLocation(( *source ));
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toSend.TargetLocation( x, y, z );
toSend.Speed( speed );
toSend.Duration( loop );
toSend.ExplodeOnImpact( explode );
2003-03-05 00:04:26 +00:00
toSend.Hue( hue );
toSend.RenderMode( renderMode );
for( auto &mSock : FindNearbyPlayers( source, DIST_SAMESCREEN ))
{
2022-06-06 14:24:41 -04:00
mSock->Send( &toSend );
2002-04-07 20:53:41 +00:00
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlayMovingAnimation( SI16 srcX, SI16 srcY, SI08 srcZ, SI16 x, SI16 y, SI08 z, UI16 effect,
Fishing revamp Extended Character JS Method DoAction() to support two additional parameters - frameCount and playBackwards - which define the length of the animation (defaults to 7) and whether the animation should be played backwards (defaults to false). Note that this only works for old-style animations, and thus is not available for Gargoyle characters. Updated method syntax: .DoAction( actionID ) // Old animation packet .DoAction( actionID, null, frameCount) // Old animation packet with frameCount .DoAction( actionID, null, frameCount, frameDelay ) // Old animation packet with frameCount, frameDelay .DoAction( actionID, null, frameCount, frameDelay, playBackwards) // Old animation packet with frameCount, frameDelay, playBackwards .DoAction( actionID, subActionID ) // New animation packet Extended fishing JS script to include: Fishing special fishing nets, big fish, messages in a bottle/SOS messages and associated shipwreck treasures, with chances of attracting sea serpents, deep sea serpents, water elementals and krakens while fishing. Enhanced detection of fishing in shallow vs deep water, with deep water now being defined as any water tile that's 16 or more tiles away from the nearest land area. Updated timer system, LoS checks, Implemented SOS messages and shipwreck locations, with areas valid for potential shipwreck locations being defined in a new section of regions.dfn named [SOSAREAS], which follows the same syntax as the INSTALOG section in the same file. Once a message in a bottle is opened, a SOS message is generated with coordinates for a random shipwreck location, which players can sail to and fish near in order to find a sunken treasure (and other items). Implemented shipwreck treasures, which come in 3 levels of quality (with an optional 4th quality level available), with increasing amount of gold, gems, scrolls, reagents and magic items (coming in next commit!) per quality level of treasure Implemented special fishing nets, which can be used to fish up a variety of sea creatures (sea serpents, deep sea serpents, water elementals, kraken), which have a high chance of having SOS bottles on their corpses when defeated Updated fishinglist.dfn, itemlist.dfn and lootlist.dfn to support new fishing updates Updated movable state of various items that can be fished up (pillows, some pieces of furniture) to ensure players can move them! Renamed ORERESPAWNAREA ini setting to RESOURCEAREASIZE (it's also used for ore, and logs) and reduced it from 10 to 8 to divide each world into 8x8 sized resource areas Fixed a bug where the new fish resource type was not getting regenerated or saved properly Added INSTANCEID support to INSTALOG section of regions.dfn, and added default WORLD and INSTANCEID entries to all areas Fixed an issue with Runebooks (js/item/runebook.js) where the coordinates of a rune location would not be displayed properly Separated map coordinate function from Runebook script to its own script (js/server/data/map_coordinates.js), which other scripts can call upon to get map coords using TriggerEvent() JS function Ported sextant implementation from code to JS (5033=js/item/sextant.js), and removed the hard-coded version of this. Updated Item DFN entry for sextants to include script=5033 tag Fixed a bug in handling of the LOOT tag for NPCs where server would crash if a number was specified behind the item/itemlist to add as loot The DFN tags PACKITEM and LOOT are now handled similarly when used for NPCs and Items respectively. PACKITEM can be used for adding items with specific IDs, or "list objects" from itemlists.dfn, while LOOT can be used to add items from lootlists.dfn. One big difference between these is that if the optional amount parameter is specified for either tag when used with itemlists/lootlists (PACKITEM=listObject,amount vs LOOT=lootlist,amount), PACKITEM will add the specified amount of the specified/randomly chosen item, while LOOT will add X amount of random items. Updated implementation of ITEMLISTs and LOOTLISTs to support an optional weighting system, which can be used to adjust the probability of some items being chosen from these lists over other items. In the below example, specialfishingnet has a weight of 10, while the blank entry has a weight of 90, making it 9 times more likely for the blank entry to be chosen than the specialfishingnet! Note that higher weighted items should be sorted first for this to be accurate: [LOOTLIST shipwreck_treasure_special] { 90|blank 10|specialfishingnet } Using bladed weapons on stacks of fish will now cut the entire stack at once, instead of one fish at a time Updated DFN entries for various sea creatures (dfndata/npc/seacreatures.dfn) to adjust color of NPCs, loot and NPC AI Extended functionality of JS Function DoMovingEffect() to allow a set of coordinates as source location, without having to specify a character as either the source or target of the effect Fixed an issue with sea creatures being unable to pathfind in shallow water due to underwater land tiles being treated as blocking Moved fishing skill out of code and into js for more user friendly control Added js/item/magicfish.js for the magic fish food
2021-09-20 18:47:54 +08:00
//| UI08 speed, UI08 loop, bool explode, UI32 hue, UI32 renderMode )
//o------------------------------------------------------------------------------------------------o
Fishing revamp Extended Character JS Method DoAction() to support two additional parameters - frameCount and playBackwards - which define the length of the animation (defaults to 7) and whether the animation should be played backwards (defaults to false). Note that this only works for old-style animations, and thus is not available for Gargoyle characters. Updated method syntax: .DoAction( actionID ) // Old animation packet .DoAction( actionID, null, frameCount) // Old animation packet with frameCount .DoAction( actionID, null, frameCount, frameDelay ) // Old animation packet with frameCount, frameDelay .DoAction( actionID, null, frameCount, frameDelay, playBackwards) // Old animation packet with frameCount, frameDelay, playBackwards .DoAction( actionID, subActionID ) // New animation packet Extended fishing JS script to include: Fishing special fishing nets, big fish, messages in a bottle/SOS messages and associated shipwreck treasures, with chances of attracting sea serpents, deep sea serpents, water elementals and krakens while fishing. Enhanced detection of fishing in shallow vs deep water, with deep water now being defined as any water tile that's 16 or more tiles away from the nearest land area. Updated timer system, LoS checks, Implemented SOS messages and shipwreck locations, with areas valid for potential shipwreck locations being defined in a new section of regions.dfn named [SOSAREAS], which follows the same syntax as the INSTALOG section in the same file. Once a message in a bottle is opened, a SOS message is generated with coordinates for a random shipwreck location, which players can sail to and fish near in order to find a sunken treasure (and other items). Implemented shipwreck treasures, which come in 3 levels of quality (with an optional 4th quality level available), with increasing amount of gold, gems, scrolls, reagents and magic items (coming in next commit!) per quality level of treasure Implemented special fishing nets, which can be used to fish up a variety of sea creatures (sea serpents, deep sea serpents, water elementals, kraken), which have a high chance of having SOS bottles on their corpses when defeated Updated fishinglist.dfn, itemlist.dfn and lootlist.dfn to support new fishing updates Updated movable state of various items that can be fished up (pillows, some pieces of furniture) to ensure players can move them! Renamed ORERESPAWNAREA ini setting to RESOURCEAREASIZE (it's also used for ore, and logs) and reduced it from 10 to 8 to divide each world into 8x8 sized resource areas Fixed a bug where the new fish resource type was not getting regenerated or saved properly Added INSTANCEID support to INSTALOG section of regions.dfn, and added default WORLD and INSTANCEID entries to all areas Fixed an issue with Runebooks (js/item/runebook.js) where the coordinates of a rune location would not be displayed properly Separated map coordinate function from Runebook script to its own script (js/server/data/map_coordinates.js), which other scripts can call upon to get map coords using TriggerEvent() JS function Ported sextant implementation from code to JS (5033=js/item/sextant.js), and removed the hard-coded version of this. Updated Item DFN entry for sextants to include script=5033 tag Fixed a bug in handling of the LOOT tag for NPCs where server would crash if a number was specified behind the item/itemlist to add as loot The DFN tags PACKITEM and LOOT are now handled similarly when used for NPCs and Items respectively. PACKITEM can be used for adding items with specific IDs, or "list objects" from itemlists.dfn, while LOOT can be used to add items from lootlists.dfn. One big difference between these is that if the optional amount parameter is specified for either tag when used with itemlists/lootlists (PACKITEM=listObject,amount vs LOOT=lootlist,amount), PACKITEM will add the specified amount of the specified/randomly chosen item, while LOOT will add X amount of random items. Updated implementation of ITEMLISTs and LOOTLISTs to support an optional weighting system, which can be used to adjust the probability of some items being chosen from these lists over other items. In the below example, specialfishingnet has a weight of 10, while the blank entry has a weight of 90, making it 9 times more likely for the blank entry to be chosen than the specialfishingnet! Note that higher weighted items should be sorted first for this to be accurate: [LOOTLIST shipwreck_treasure_special] { 90|blank 10|specialfishingnet } Using bladed weapons on stacks of fish will now cut the entire stack at once, instead of one fish at a time Updated DFN entries for various sea creatures (dfndata/npc/seacreatures.dfn) to adjust color of NPCs, loot and NPC AI Extended functionality of JS Function DoMovingEffect() to allow a set of coordinates as source location, without having to specify a character as either the source or target of the effect Fixed an issue with sea creatures being unable to pathfind in shallow water due to underwater land tiles being treated as blocking Moved fishing skill out of code and into js for more user friendly control Added js/item/magicfish.js for the magic fish food
2021-09-20 18:47:54 +08:00
//| Purpose - Sends a message to client to display a moving animation from source object to target location
//o------------------------------------------------------------------------------------------------o
Fishing revamp Extended Character JS Method DoAction() to support two additional parameters - frameCount and playBackwards - which define the length of the animation (defaults to 7) and whether the animation should be played backwards (defaults to false). Note that this only works for old-style animations, and thus is not available for Gargoyle characters. Updated method syntax: .DoAction( actionID ) // Old animation packet .DoAction( actionID, null, frameCount) // Old animation packet with frameCount .DoAction( actionID, null, frameCount, frameDelay ) // Old animation packet with frameCount, frameDelay .DoAction( actionID, null, frameCount, frameDelay, playBackwards) // Old animation packet with frameCount, frameDelay, playBackwards .DoAction( actionID, subActionID ) // New animation packet Extended fishing JS script to include: Fishing special fishing nets, big fish, messages in a bottle/SOS messages and associated shipwreck treasures, with chances of attracting sea serpents, deep sea serpents, water elementals and krakens while fishing. Enhanced detection of fishing in shallow vs deep water, with deep water now being defined as any water tile that's 16 or more tiles away from the nearest land area. Updated timer system, LoS checks, Implemented SOS messages and shipwreck locations, with areas valid for potential shipwreck locations being defined in a new section of regions.dfn named [SOSAREAS], which follows the same syntax as the INSTALOG section in the same file. Once a message in a bottle is opened, a SOS message is generated with coordinates for a random shipwreck location, which players can sail to and fish near in order to find a sunken treasure (and other items). Implemented shipwreck treasures, which come in 3 levels of quality (with an optional 4th quality level available), with increasing amount of gold, gems, scrolls, reagents and magic items (coming in next commit!) per quality level of treasure Implemented special fishing nets, which can be used to fish up a variety of sea creatures (sea serpents, deep sea serpents, water elementals, kraken), which have a high chance of having SOS bottles on their corpses when defeated Updated fishinglist.dfn, itemlist.dfn and lootlist.dfn to support new fishing updates Updated movable state of various items that can be fished up (pillows, some pieces of furniture) to ensure players can move them! Renamed ORERESPAWNAREA ini setting to RESOURCEAREASIZE (it's also used for ore, and logs) and reduced it from 10 to 8 to divide each world into 8x8 sized resource areas Fixed a bug where the new fish resource type was not getting regenerated or saved properly Added INSTANCEID support to INSTALOG section of regions.dfn, and added default WORLD and INSTANCEID entries to all areas Fixed an issue with Runebooks (js/item/runebook.js) where the coordinates of a rune location would not be displayed properly Separated map coordinate function from Runebook script to its own script (js/server/data/map_coordinates.js), which other scripts can call upon to get map coords using TriggerEvent() JS function Ported sextant implementation from code to JS (5033=js/item/sextant.js), and removed the hard-coded version of this. Updated Item DFN entry for sextants to include script=5033 tag Fixed a bug in handling of the LOOT tag for NPCs where server would crash if a number was specified behind the item/itemlist to add as loot The DFN tags PACKITEM and LOOT are now handled similarly when used for NPCs and Items respectively. PACKITEM can be used for adding items with specific IDs, or "list objects" from itemlists.dfn, while LOOT can be used to add items from lootlists.dfn. One big difference between these is that if the optional amount parameter is specified for either tag when used with itemlists/lootlists (PACKITEM=listObject,amount vs LOOT=lootlist,amount), PACKITEM will add the specified amount of the specified/randomly chosen item, while LOOT will add X amount of random items. Updated implementation of ITEMLISTs and LOOTLISTs to support an optional weighting system, which can be used to adjust the probability of some items being chosen from these lists over other items. In the below example, specialfishingnet has a weight of 10, while the blank entry has a weight of 90, making it 9 times more likely for the blank entry to be chosen than the specialfishingnet! Note that higher weighted items should be sorted first for this to be accurate: [LOOTLIST shipwreck_treasure_special] { 90|blank 10|specialfishingnet } Using bladed weapons on stacks of fish will now cut the entire stack at once, instead of one fish at a time Updated DFN entries for various sea creatures (dfndata/npc/seacreatures.dfn) to adjust color of NPCs, loot and NPC AI Extended functionality of JS Function DoMovingEffect() to allow a set of coordinates as source location, without having to specify a character as either the source or target of the effect Fixed an issue with sea creatures being unable to pathfind in shallow water due to underwater land tiles being treated as blocking Moved fishing skill out of code and into js for more user friendly control Added js/item/magicfish.js for the magic fish food
2021-09-20 18:47:54 +08:00
void cEffects::PlayMovingAnimation( SI16 srcX, SI16 srcY, SI08 srcZ, SI16 x, SI16 y, SI08 z, UI16 effect, UI08 speed, UI08 loop, bool explode, UI32 hue, UI32 renderMode )
{ //0x0f 0x42 = arrow 0x1b 0xfe=bolt
CPGraphicalEffect2 toSend( 0 );
toSend.TargetSerial( INVALIDSERIAL );
toSend.Model( effect );
toSend.SourceLocation( srcX, srcY, srcZ );
toSend.TargetLocation( x, y, z );
toSend.Speed( speed );
toSend.Duration( loop );
toSend.ExplodeOnImpact( explode );
toSend.Hue( hue );
toSend.RenderMode( renderMode );
for( auto &mSock : FindNearbyPlayers( srcX, srcY, srcZ, DIST_SAMESCREEN ))
{
2022-06-06 14:24:41 -04:00
mSock->Send( &toSend );
Fishing revamp Extended Character JS Method DoAction() to support two additional parameters - frameCount and playBackwards - which define the length of the animation (defaults to 7) and whether the animation should be played backwards (defaults to false). Note that this only works for old-style animations, and thus is not available for Gargoyle characters. Updated method syntax: .DoAction( actionID ) // Old animation packet .DoAction( actionID, null, frameCount) // Old animation packet with frameCount .DoAction( actionID, null, frameCount, frameDelay ) // Old animation packet with frameCount, frameDelay .DoAction( actionID, null, frameCount, frameDelay, playBackwards) // Old animation packet with frameCount, frameDelay, playBackwards .DoAction( actionID, subActionID ) // New animation packet Extended fishing JS script to include: Fishing special fishing nets, big fish, messages in a bottle/SOS messages and associated shipwreck treasures, with chances of attracting sea serpents, deep sea serpents, water elementals and krakens while fishing. Enhanced detection of fishing in shallow vs deep water, with deep water now being defined as any water tile that's 16 or more tiles away from the nearest land area. Updated timer system, LoS checks, Implemented SOS messages and shipwreck locations, with areas valid for potential shipwreck locations being defined in a new section of regions.dfn named [SOSAREAS], which follows the same syntax as the INSTALOG section in the same file. Once a message in a bottle is opened, a SOS message is generated with coordinates for a random shipwreck location, which players can sail to and fish near in order to find a sunken treasure (and other items). Implemented shipwreck treasures, which come in 3 levels of quality (with an optional 4th quality level available), with increasing amount of gold, gems, scrolls, reagents and magic items (coming in next commit!) per quality level of treasure Implemented special fishing nets, which can be used to fish up a variety of sea creatures (sea serpents, deep sea serpents, water elementals, kraken), which have a high chance of having SOS bottles on their corpses when defeated Updated fishinglist.dfn, itemlist.dfn and lootlist.dfn to support new fishing updates Updated movable state of various items that can be fished up (pillows, some pieces of furniture) to ensure players can move them! Renamed ORERESPAWNAREA ini setting to RESOURCEAREASIZE (it's also used for ore, and logs) and reduced it from 10 to 8 to divide each world into 8x8 sized resource areas Fixed a bug where the new fish resource type was not getting regenerated or saved properly Added INSTANCEID support to INSTALOG section of regions.dfn, and added default WORLD and INSTANCEID entries to all areas Fixed an issue with Runebooks (js/item/runebook.js) where the coordinates of a rune location would not be displayed properly Separated map coordinate function from Runebook script to its own script (js/server/data/map_coordinates.js), which other scripts can call upon to get map coords using TriggerEvent() JS function Ported sextant implementation from code to JS (5033=js/item/sextant.js), and removed the hard-coded version of this. Updated Item DFN entry for sextants to include script=5033 tag Fixed a bug in handling of the LOOT tag for NPCs where server would crash if a number was specified behind the item/itemlist to add as loot The DFN tags PACKITEM and LOOT are now handled similarly when used for NPCs and Items respectively. PACKITEM can be used for adding items with specific IDs, or "list objects" from itemlists.dfn, while LOOT can be used to add items from lootlists.dfn. One big difference between these is that if the optional amount parameter is specified for either tag when used with itemlists/lootlists (PACKITEM=listObject,amount vs LOOT=lootlist,amount), PACKITEM will add the specified amount of the specified/randomly chosen item, while LOOT will add X amount of random items. Updated implementation of ITEMLISTs and LOOTLISTs to support an optional weighting system, which can be used to adjust the probability of some items being chosen from these lists over other items. In the below example, specialfishingnet has a weight of 10, while the blank entry has a weight of 90, making it 9 times more likely for the blank entry to be chosen than the specialfishingnet! Note that higher weighted items should be sorted first for this to be accurate: [LOOTLIST shipwreck_treasure_special] { 90|blank 10|specialfishingnet } Using bladed weapons on stacks of fish will now cut the entire stack at once, instead of one fish at a time Updated DFN entries for various sea creatures (dfndata/npc/seacreatures.dfn) to adjust color of NPCs, loot and NPC AI Extended functionality of JS Function DoMovingEffect() to allow a set of coordinates as source location, without having to specify a character as either the source or target of the effect Fixed an issue with sea creatures being unable to pathfind in shallow water due to underwater land tiles being treated as blocking Moved fishing skill out of code and into js for more user friendly control Added js/item/magicfish.js for the magic fish food
2021-09-20 18:47:54 +08:00
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlayCharacterAnimation()
//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 message to client to make character perform specified action/anim
//o------------------------------------------------------------------------------------------------o
void cEffects::PlayCharacterAnimation( CChar *mChar, UI16 actionId, UI08 frameDelay, UI08 frameCount, bool playBackwards )
2003-03-05 00:04:26 +00:00
{
CPCharacterAnimation toSend = ( *mChar );
toSend.Action( actionId );
toSend.FrameDelay( frameDelay );
Fishing revamp Extended Character JS Method DoAction() to support two additional parameters - frameCount and playBackwards - which define the length of the animation (defaults to 7) and whether the animation should be played backwards (defaults to false). Note that this only works for old-style animations, and thus is not available for Gargoyle characters. Updated method syntax: .DoAction( actionID ) // Old animation packet .DoAction( actionID, null, frameCount) // Old animation packet with frameCount .DoAction( actionID, null, frameCount, frameDelay ) // Old animation packet with frameCount, frameDelay .DoAction( actionID, null, frameCount, frameDelay, playBackwards) // Old animation packet with frameCount, frameDelay, playBackwards .DoAction( actionID, subActionID ) // New animation packet Extended fishing JS script to include: Fishing special fishing nets, big fish, messages in a bottle/SOS messages and associated shipwreck treasures, with chances of attracting sea serpents, deep sea serpents, water elementals and krakens while fishing. Enhanced detection of fishing in shallow vs deep water, with deep water now being defined as any water tile that's 16 or more tiles away from the nearest land area. Updated timer system, LoS checks, Implemented SOS messages and shipwreck locations, with areas valid for potential shipwreck locations being defined in a new section of regions.dfn named [SOSAREAS], which follows the same syntax as the INSTALOG section in the same file. Once a message in a bottle is opened, a SOS message is generated with coordinates for a random shipwreck location, which players can sail to and fish near in order to find a sunken treasure (and other items). Implemented shipwreck treasures, which come in 3 levels of quality (with an optional 4th quality level available), with increasing amount of gold, gems, scrolls, reagents and magic items (coming in next commit!) per quality level of treasure Implemented special fishing nets, which can be used to fish up a variety of sea creatures (sea serpents, deep sea serpents, water elementals, kraken), which have a high chance of having SOS bottles on their corpses when defeated Updated fishinglist.dfn, itemlist.dfn and lootlist.dfn to support new fishing updates Updated movable state of various items that can be fished up (pillows, some pieces of furniture) to ensure players can move them! Renamed ORERESPAWNAREA ini setting to RESOURCEAREASIZE (it's also used for ore, and logs) and reduced it from 10 to 8 to divide each world into 8x8 sized resource areas Fixed a bug where the new fish resource type was not getting regenerated or saved properly Added INSTANCEID support to INSTALOG section of regions.dfn, and added default WORLD and INSTANCEID entries to all areas Fixed an issue with Runebooks (js/item/runebook.js) where the coordinates of a rune location would not be displayed properly Separated map coordinate function from Runebook script to its own script (js/server/data/map_coordinates.js), which other scripts can call upon to get map coords using TriggerEvent() JS function Ported sextant implementation from code to JS (5033=js/item/sextant.js), and removed the hard-coded version of this. Updated Item DFN entry for sextants to include script=5033 tag Fixed a bug in handling of the LOOT tag for NPCs where server would crash if a number was specified behind the item/itemlist to add as loot The DFN tags PACKITEM and LOOT are now handled similarly when used for NPCs and Items respectively. PACKITEM can be used for adding items with specific IDs, or "list objects" from itemlists.dfn, while LOOT can be used to add items from lootlists.dfn. One big difference between these is that if the optional amount parameter is specified for either tag when used with itemlists/lootlists (PACKITEM=listObject,amount vs LOOT=lootlist,amount), PACKITEM will add the specified amount of the specified/randomly chosen item, while LOOT will add X amount of random items. Updated implementation of ITEMLISTs and LOOTLISTs to support an optional weighting system, which can be used to adjust the probability of some items being chosen from these lists over other items. In the below example, specialfishingnet has a weight of 10, while the blank entry has a weight of 90, making it 9 times more likely for the blank entry to be chosen than the specialfishingnet! Note that higher weighted items should be sorted first for this to be accurate: [LOOTLIST shipwreck_treasure_special] { 90|blank 10|specialfishingnet } Using bladed weapons on stacks of fish will now cut the entire stack at once, instead of one fish at a time Updated DFN entries for various sea creatures (dfndata/npc/seacreatures.dfn) to adjust color of NPCs, loot and NPC AI Extended functionality of JS Function DoMovingEffect() to allow a set of coordinates as source location, without having to specify a character as either the source or target of the effect Fixed an issue with sea creatures being unable to pathfind in shallow water due to underwater land tiles being treated as blocking Moved fishing skill out of code and into js for more user friendly control Added js/item/magicfish.js for the magic fish food
2021-09-20 18:47:54 +08:00
toSend.FrameCount( frameCount );
toSend.DoBackwards( playBackwards );
for( auto &mSock : FindNearbyPlayers( mChar ))
{
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mSock->Send( &toSend );
2003-03-05 00:04:26 +00:00
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlayNewCharacterAnimation()
//o------------------------------------------------------------------------------------------------o
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
//| Purpose - Sends message to client to make character perform specified action/anim
//| in client versions above 7.0.0.0
//o------------------------------------------------------------------------------------------------o
void cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionId, UI16 subActionId, UI08 subSubActionId )
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
{
CPNewCharacterAnimation toSend = ( *mChar );
toSend.Action( actionId );
toSend.SubAction( subActionId );
toSend.SubSubAction( subSubActionId );
for( auto &mSock : FindNearbyPlayers( mChar ))
{
2022-06-06 14:24:41 -04:00
mSock->Send( &toSend );
}
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
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlaySpellCastingAnimation()
//o------------------------------------------------------------------------------------------------o
2003-03-05 00:04:26 +00:00
//| Purpose - Handles spellcasting action
//o------------------------------------------------------------------------------------------------o
void cEffects::PlaySpellCastingAnimation( CChar *mChar, UI16 actionId, bool monsterCast, bool monsterAreaCastAnim )
2003-03-05 00:04:26 +00:00
{
if( !monsterCast && ( mChar->GetBodyType() == BT_GARGOYLE || cwmWorldState->ServerData()->ForceNewAnimationPacket() ))
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
{
if( mChar->GetBodyType() == BT_GARGOYLE )
{
if( actionId == 0x10 )
{
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
PlayNewCharacterAnimation( mChar, N_ACT_SPELL, S_ACT_SPELL_AREA ); // Action: 0x0b, SubAction: spell variation 0x01
}
else if( actionId == 0x11 )
{
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
PlayNewCharacterAnimation( mChar, N_ACT_SPELL, S_ACT_SPELL_TARGET ); // Action: 0x0b, SubAction: spell variation 0x00
}
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
{
// Sub actions are in reverse order for humans, compared to gargoyles
if( actionId == 0x10 )
{
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
PlayNewCharacterAnimation( mChar, N_ACT_SPELL, S_ACT_SPELL_TARGET ); // Action: 0x0b, SubAction: spell variation 0x00
}
else if( actionId == 0x11 )
{
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
PlayNewCharacterAnimation( mChar, N_ACT_SPELL, S_ACT_SPELL_AREA ); // Action: 0x0b, SubAction: spell variation 0x01
}
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
}
return;
}
else if( mChar->IsOnHorse() || mChar->GetMounted() ) // Players and NPC are mounted differently...
2003-03-05 00:04:26 +00:00
{
if( actionId == 0x10 )
{
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
PlayCharacterAnimation( mChar, ACT_MOUNT_ATT_1H, 0, 5 ); // 0x1A
}
else if( actionId == 0x11 )
{
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
PlayCharacterAnimation( mChar, ACT_MOUNT_ATT_BOW, 0, 5 ); // 0x1B
}
2003-03-05 00:04:26 +00:00
return;
}
else
{
if( !monsterCast )
{
// Human old animation packet
PlayCharacterAnimation( mChar, actionId, 0, 7 );
}
else
{
// Non-human old animation packet
if( actionId == 0x22 )
return;
UI16 castAnim = 0;
UI08 castAnimLength = 0;
if( monsterAreaCastAnim )
{
castAnim = static_cast<UI16>( cwmWorldState->creatures[mChar->GetId()].CastAnimAreaId() );
castAnimLength = cwmWorldState->creatures[mChar->GetId()].CastAnimAreaLength();
}
else
{
castAnim = static_cast<UI16>( cwmWorldState->creatures[mChar->GetId()].CastAnimTargetId() );
castAnimLength = cwmWorldState->creatures[mChar->GetId()].CastAnimTargetLength();
}
// Play cast anim, but fallback to default attack anim (0x04) with anim length of 4 frames if no cast anim was defined in creatures.dfn
PlayCharacterAnimation( mChar, ( castAnim != 0 ? castAnim : 0x04 ), 0, ( castAnimLength != 0 ? castAnimLength : 4 ));
}
}
2003-03-05 00:04:26 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlayStaticAnimation( CBaseObject *target, UI16 effect, UI08 speed, UI08 loop, bool explode )
//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 message to client to play a static animation effect on an object
//o------------------------------------------------------------------------------------------------o
void cEffects::PlayStaticAnimation( CBaseObject *target, UI16 effect, UI08 speed, UI08 loop, bool explode )
2002-04-07 20:53:41 +00:00
{
if( !ValidateObject( target ))
2002-04-07 20:53:41 +00:00
return;
CPGraphicalEffect toSend( 3, ( *target ));
2002-04-07 20:53:41 +00:00
if( target->GetObjType() != OT_CHAR )
{
toSend.TargetSerial(( *target ));
}
2002-04-07 20:53:41 +00:00
else
{
2002-04-07 20:53:41 +00:00
toSend.TargetSerial( INVALIDSERIAL );
}
2002-04-07 20:53:41 +00:00
toSend.Model( effect );
toSend.SourceLocation(( *target ));
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if( target->GetObjType() != OT_CHAR )
{
toSend.TargetLocation(( *target ));
}
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
else
{
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
toSend.ZTrg( 15 );
}
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toSend.Speed( speed );
toSend.Duration( loop );
toSend.AdjustDir( false );
toSend.ExplodeOnImpact( explode );
for( auto &mSock : FindNearbyPlayers( target, DIST_SAMESCREEN ))
{
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mSock->Send( &toSend );
2002-04-07 20:53:41 +00:00
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::PlayStaticAnimation( SI16 x, SI16 y, SI08 z, UI16 effect, UI08 speed, UI08 loop, bool explode )
//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 message to client to play a static animation effect at a location
//o------------------------------------------------------------------------------------------------o
void cEffects::PlayStaticAnimation( SI16 x, SI16 y, SI08 z, UI16 effect, UI08 speed, UI08 loop, bool explode )
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{
CPGraphicalEffect toSend( 2 );
toSend.Model( effect );
toSend.SourceLocation( x, y, z );
toSend.TargetLocation( x, y, z );
toSend.Speed( speed );
toSend.Duration( loop );
toSend.AdjustDir( false );
toSend.ExplodeOnImpact( explode );
std::for_each( Network->connClients.begin(), Network->connClients.end(), [&toSend]( CSocket *tSock )
{
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tSock->Send( &toSend );
});
2002-04-07 20:53:41 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::Bolteffect()
//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 message to client to play a lightning bolt effect on a specific player
//o------------------------------------------------------------------------------------------------o
void cEffects::Bolteffect( CChar *player )
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{
if( !ValidateObject( player ))
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return;
CPGraphicalEffect toSend( 1, ( *player ));
toSend.SourceLocation(( *player ));
2002-04-07 20:53:41 +00:00
toSend.ExplodeOnImpact( false );
toSend.AdjustDir( false );
for( auto &mSock : FindNearbyPlayers( player ))
{
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mSock->Send( &toSend );
2002-04-07 20:53:41 +00:00
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - ExplodeItem()
//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 - Explode an item, dealing damage to nearby characters and deleting the item
//o------------------------------------------------------------------------------------------------o
auto ExplodeItem( CSocket *mSock, CItem *nItem, UI32 damage = 0, [[maybe_unused]] UI08 damageType = 0, bool explodeNearby = true ) -> void
{
auto c = mSock->CurrcharObj();
UI32 dx, dy, dz;
// - send the effect (visual and sound)
if( nItem->GetCont() )
{
Effects->PlayStaticAnimation( c, 0x36B0, 0x00, 0x09 );
2021-06-12 07:30:23 -04:00
nItem->SetCont( nullptr );
nItem->SetLocation( c );
Effects->PlaySound( c, 0x0207 );
}
else
{
Effects->PlayStaticAnimation( nItem, 0x36B0, 0x00, 0x09, 0x00 );
Effects->PlaySound( nItem, 0x0207 );
}
UI32 len = nItem->GetTempVar( CITV_MOREX ) / 250; //4 square max damage at 100 alchemy
if( damage == 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
damage = RandomNum( nItem->GetTempVar( CITV_MOREZ ) * 5, nItem->GetTempVar( CITV_MOREZ ) * 10 );
}
if( damage < 5 )
{
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
damage = RandomNum( 5, 10 ); // 5 points minimum damage
}
if( len < 2 )
{
len = 2; // 2 square min damage range
}
if( explodeNearby )
{
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
// Explode for characters nearby
for( auto &Cell : MapRegion->PopulateList( nItem ))
{
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
bool chain = false;
auto regChars = Cell->GetCharList();
for( const auto &tempChar : regChars->collection() )
{
if( !ValidateObject( tempChar ) || tempChar->GetInstanceId() != nItem->GetInstanceId() )
continue;
if( !tempChar->GetRegion()->IsSafeZone() )
{
// Character is in not safe zone, count damage
dx = abs( tempChar->GetX() - nItem->GetX() );
dy = abs( tempChar->GetY() - nItem->GetY() );
dz = abs( tempChar->GetZ() - nItem->GetZ() );
if( dx <= len && dy <= len && dz <= len )
{
if( !tempChar->IsGM() && !tempChar->IsInvulnerable() && ( tempChar->IsNpc() || IsOnline(( *tempChar ))))
{
//UI08 hitLoc = Combat->CalculateHitLoc();
damage = Combat->ApplyDefenseModifiers( HEAT, c, tempChar, ALCHEMY, 0, ( static_cast<SI32>( damage ) + ( 2 - std::min( dx, dy ))), true );
[[maybe_unused]] bool retVal = tempChar->Damage( static_cast<SI16>( damage ), HEAT, c, true );
}
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
}
2002-04-07 20:53:41 +00:00
}
}
auto regItems = Cell->GetItemList();
for( const auto &tempItem : regItems->collection() )
{
if( !ValidateObject( tempItem ) || tempItem->GetInstanceId() != nItem->GetInstanceId() )
continue;
if( tempItem->GetId() == 0x0F0D && tempItem->GetType() == IT_POTION )
{
dx = abs( nItem->GetX() - tempItem->GetX() );
dy = abs( nItem->GetY() - tempItem->GetY() );
dz = abs( nItem->GetZ() - tempItem->GetZ() );
if( dx <= 2 && dy <= 2 && dz <= 2 && !chain ) // only trigger if in a 2*2*2 cube
{
if( !( dx == 0 && dy == 0 && dz == 0 ))
{
if( RandomNum( 0, 1 ) == 1 )
{
chain = true;
}
Effects->TempEffect( c, tempItem, 17, 0, 1, 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
}
}
}
2002-04-07 20:53:41 +00:00
}
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
}
}
else
{
0.99.5a Improved overall performance of NPC pathfinding (by nearly 60%!) by eliminating some double-work done when checking for blocking dynamics and statics Optimized how the system for determining which internal map regions should have active NPCs; instead of there always being 9 active map regions surrounding any given player who's online, that number will now vary between 3 to 6 map regions, depending on how far the player is from boundaries between such map regions. This should reduce the amount of NPCs active and trying to pathfind at any given point when players are online. UOX3 now adapts the time between each time it checks Spawn Regions based on how "full" the Spawn Regions are on average - the nearer they are to max capacity, the longer time between each time Spawn Regions are checked Fixed an issue with reloading of spawn regions where UOX3 would forget about previously spawned NPCs/Items and respawn everything all over again. As part of the reload process, UOX3 now iterates over previously spawned objects and deletes these where appropriate Added two new races to races.dfn - Ophidian (RACE 25) and Terathan (RACE 26) - which have been setup as racial enemies Updated the race ID of relevant Ophidian and Terathan NPCs (dfndata/npc/arachnids.dfn and dfndata/npc/reptiles.dfn) Added support for NPCs engaging other NPCs in combat if they are marked as racial enemies via races.dfn Extended the amount of JS events supported by UOX3's JS engine from 96 to 192 Added new JS Event to allow overriding behaviour from Help button in paperdoll: onHelpGump( pChar ) // Overrides default gump menu when pressing Help button in paperdoll Added new JS Event to allow preventing characters from toggling on/off war/combat mode onWarModeToggle( p Char ) // return false to prevent war mode toggle Added new JS Event to allow overriding target selection in combat for default AI behaviours: onAICombatTarget( pAttacker, pTarget ) // return true to select current target, or false to skip and look for another Updated JS onDamage() JS event to allow returning false to override and prevent damage dealt to a character. Event must now return true to allow damage to go through Updated JS Event onSwing to work for characters with no weapon equipped (iSwinging will be null, in this case) Updated JS Object Method .KillTimers() to also work for Characters, not just Items Added JS script that renders characters it's attached to immune to physical damage (js/npc/special/physical_immunity.js) Renamed shadow_elemental.js to magical_immunity.js, as it's generic script that can be attached to any NPC Added more pre-defined books to dfndata/misc/books.dfn (and dfndata/items/misc/books.dfn): A Welcome (a_welcome) // Book by Blackthorn, dropped as loot by Betrayers Added definitions for additional NPCs, with scripted special abilities where applicable: Orc Brute (orcbrute) // Throws Orc Lords, cannot be targeted by provoked creatures Orc Chopper (orcchopper) // Attacks deal AoE damage to nearby targets Betrayer (betrayer) // Colossal Blow (stuns and peacemakes), AoE poison (2m range) Golem Controller (m_golemcontroller/f_golemcontroller) Golem (golem) // Colossal Blow (stuns and peacemakes) Crafted Golem (craftedgolem) // Crafted version of golem Exodus Overseer (exodusoverseer) // Magical Shield (immune to physical damage until shield down) Exodus Minion Lord (exodusminionlord) // Magical Shield (immune to physical damage until shield down) Exodus Minion (exodusminion) // Magical shield (immune to physical damage until shield down), periodic AoE burst Added script that allows Tinkerers to craft golem followers via Clockwork Assembly items (js/item/clockwork_assembly.js) Added script for mask of orcish kin, which when worn prevents all orcs from attacking the wearer (js/item/orcish_kin_mask.js) Added AI script for Exodus clockwork NPCs, which amongst a few other things makes them spawn with a magical shield that prevents physical damage being dealt to them until the shield has been brought down by magic damage (js/npc/ai/monster/exodus_clockwork.js) Added AI script for orc NPCs which prevent them from attacking characters wearing masks of orcish kin (js/npc/ai/monster/orc.js) Added AI script for orc brute NPCs, which makes the NPCs toss orc lords (up to 10 in total) when attacked by magic spells (js/npc/ai/monster/orc_brute.js) Added AI script for orc chopper NPCs, which makes the NPCs hit all nearby valid targets with their melee attacks (js/npc/ai/monster/orc_chopper.js) Added script for NPC special ability Colossal Blow, which both stuns and adds a temporary peacemaking effect to targets (js/npc/special/colossal_blow.js) Updated Provocation skill to disallow directing provoked creatures at targets with the custom tag provImmune present Fixed an issue with initialization of wander areas for NPCs spawned via object spawners, which caused NPCs to not stick to their assigned areas, but wander according to their own free will. Can't have that! Fixed some issues with itemlists pointing to non-existing items (a turnip and 10 of each magical reagent) Fixed an issue where information on newly spawned characters would get sent twice to each nearby player Changed default value of ACCOUNTFLUSH ini setting from 0.0 to 5.0 seconds Misc minor cleanup of console messages during startup and shutdown
2022-01-24 17:58:19 +08:00
// Only affect character associated with item
if( !c->IsGM() && !c->IsInvulnerable() && ( c->IsNpc() || IsOnline(( *c ))))
{
damage = Combat->ApplyDefenseModifiers( HEAT, c, c, ALCHEMY, 0, static_cast<SI32>( damage ), true );
[[maybe_unused]] bool retVal = c->Damage( static_cast<SI16>( damage ), HEAT, c, true );
2002-04-07 20:53:41 +00:00
}
}
nItem->Delete();
2002-04-07 20:53:41 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::HandleMakeItemEffect()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Applies maker's mark to crafted items and plays sound FX
//o------------------------------------------------------------------------------------------------o
void cEffects::HandleMakeItemEffect( CTEffect *tMake )
2002-04-07 20:53:41 +00:00
{
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if( tMake == nullptr )
2002-04-07 20:53:41 +00:00
return;
CChar *src = CalcCharObjFromSer( tMake->Source() );
UI16 iMaking = tMake->More2();
CreateEntry_st *toMake = Skills->FindItem( iMaking );
2021-06-12 07:30:23 -04:00
if( toMake == nullptr )
2002-04-07 20:53:41 +00:00
return;
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
CSocket *sock = src->GetSocket();
std::string addItem = toMake->addItem;
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
UI16 amount = 1;
2023-04-07 11:17:51 -04:00
auto csecs = util::parse( addItem, "," );
if( csecs.size() > 1 )
{
2023-04-07 11:17:51 -04:00
amount = util::ston<UI16>(std::string(csecs[1]));
//amount = util::ston<UI16>( oldstrutil::extractSection( addItem, ",", 1, 1 ));
addItem =std::string(csecs[0]);
//addItem = oldstrutil::extractSection( addItem, ",", 0, 0 );
}
UI16 iColour = 0;
if( ValidateObject( src ))
{
// Get colour of the resource targeted by player (if any), so it can be applied to the item being made
TAGMAPOBJECT tempTagObj = src->GetTempTag( "craftItemColor" );
if( tempTagObj.m_ObjectType == TAGMAP_TYPE_INT && tempTagObj.m_IntValue > 0 )
{
iColour = static_cast<UI16>( tempTagObj.m_IntValue );
}
}
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
// Create the actual item
CItem *targItem = Items->CreateScriptItem( sock, src, addItem, amount, OT_ITEM, true, iColour );
for( size_t skCounter = 0; skCounter < toMake->skillReqs.size(); ++skCounter )
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
{
2002-04-07 20:53:41 +00:00
src->SkillUsed( false, toMake->skillReqs[skCounter].skillNumber );
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
}
2021-06-12 07:30:23 -04:00
if( targItem == nullptr )
2002-04-07 20:53:41 +00:00
{
2023-04-07 11:17:51 -04:00
Console.Error( util::format( "CSkills::MakeItem() bad script item # %s, made by player 0x%X", addItem.c_str(), src->GetSerial() ));
2002-04-07 20:53:41 +00:00
return;
}
else
{
UOX3 0.99.5b Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer) Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script: onScrollingGumpPress( pSock, gumpID, buttonID ) Added new JS Event to allow better control over which names UOX3 sends to the client for characters: onNameRequest( myObj, requestedBy ) // return custom string, or return empty string/nothing/true/false to use default name Updated JS Events to also work for Items (previously only worked for Characters) onLightChange( myObj, lightLevel ) onTempChange( myObj, temp ) onWeatherChange( myObj, weatherType ) Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js) Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all) Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not: CRAFTCOLOUREDWEAPONS=0/1 // If enabled(1), players can craft coloured weapons. Defaults to disabled(0) Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots Fixed a rogue debug message leftover in the scissor script
2022-02-13 22:49:37 +08:00
// targItem->SetName2( targItem->GetName().c_str() ); // Why was this here?
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
SI32 rank = Skills->CalcRankAvg( src, ( *toMake ));
SI32 maxrank = toMake->maxRank;
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
Skills->ApplyRank( sock, targItem, static_cast<UI08>( rank ), static_cast<UI08>( maxrank ));
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 we're not a GameMaster, see if we should store our creator
if( !src->IsGM() && !toMake->skillReqs.empty() )
2002-04-07 20:53:41 +00:00
{
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
// Store serial of crafter
2002-04-07 20:53:41 +00:00
targItem->SetCreator( src->GetSerial() );
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
// Store skill number that item was crafted with
targItem->SetMadeWith( toMake->skillReqs[0].skillNumber + 1 );
// Set Makers Mark on item if primary skill used to craft item is at 100.0 or higher
SI32 primarySkill = src->GetSkill( toMake->skillReqs[0].skillNumber );
if( primarySkill >= 1000 )
{
targItem->SetMakersMark( true );
}
2002-04-07 20:53:41 +00:00
}
else
{
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
// Crafted by a GM, don't apply maker's marks or give any additional information
2002-04-07 20:53:41 +00:00
targItem->SetCreator( INVALIDSERIAL );
targItem->SetMadeWith( 0 );
}
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
// Store the entry number from create DFNs that item was made from
2002-04-07 20:53:41 +00:00
targItem->EntryMadeFrom( iMaking );
}
// Make sure it's movable
targItem->SetMovable( 1 );
if( toMake->soundPlayed )
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
{
PlaySound( sock, toMake->soundPlayed, 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
}
2002-04-07 20:53:41 +00:00
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
if( FindItemOwner( targItem ) == src )
{
sock->SysMessage( 985 ); // You create the item and place it in your backpack.
}
// Trigger onMakeItem() JS event for character who crafted the item
std::vector<UI16> scriptTriggers = src->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
toExecute->OnMakeItem( sock, src, targItem, iMaking );
}
}
2002-04-07 20:53:41 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::CheckTempeffects()
//o------------------------------------------------------------------------------------------------o
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
//| Purpose - Checks timer-controlled temporary effects
//o------------------------------------------------------------------------------------------------o
auto cEffects::CheckTempeffects() -> void
{
2021-06-12 07:30:23 -04:00
CItem *i = nullptr;
CChar *s = nullptr, *src = nullptr;
CSocket *tSock = nullptr;
CBaseObject *myObj = nullptr;
const UI32 j = cwmWorldState->GetUICurrentTime();
std::vector<CTEffect*> removeEffects;
auto collection = cwmWorldState->tempEffects.collection();
for( auto &Effect : collection )
{
if( Effect == nullptr )
{
//removeEffects.push_back( Effect );
continue;
}
else if( Effect->Destination() == INVALIDSERIAL )
{
removeEffects.push_back( Effect );
2002-04-07 20:53:41 +00:00
continue;
}
if( Effect->ExpireTime() > j )
continue;
if( Effect->Destination() < BASEITEMSERIAL )
{
s = CalcCharObjFromSer( Effect->Destination() );
if( !ValidateObject( s ))
{
removeEffects.push_back( Effect );
//cwmWorldState->tempEffects.Remove( Effect, true );
continue;
2022-06-10 08:12:58 -04:00
}
tSock = s->GetSocket();
}
bool equipCheckNeeded = false;
bool validChar = ValidateObject( s );
switch( Effect->Number() )
{
case 1: // Paralysis / Paralysis Field Spells
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( validChar && s->IsFrozen() )
{
s->SetFrozen( false );
if( tSock != nullptr )
{
// Don't show system message if we don't want it to
if( Effect->More1() == 0 )
{
tSock->SysMessage( 700 ); // You are no longer frozen.
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
}
s->Update();
}
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
}
break;
case 2: // Nightsight Potion (JS) and Spell (code)
if( validChar )
{
s->SetFixedLight( 255 );
DoLight( tSock, cwmWorldState->ServerData()->WorldLightCurrentLevel() );
}
break;
case 3: // Clumsy spell (JS)
if( validChar )
{
s->IncDexterity2( Effect->More1() );
equipCheckNeeded = true;
}
break;
case 4: // Feeblemind spell (JS)
if( validChar )
{
s->IncIntelligence2( Effect->More1() );
equipCheckNeeded = true;
}
break;
case 5: // Weaken Spell
if( validChar )
{
s->IncStrength2( Effect->More1() );
equipCheckNeeded = true;
}
break;
case 6: // Agility Potion (JS) and Spell (code)
if( validChar )
{
s->IncDexterity2( -Effect->More1() );
s->SetStamina( std::min( s->GetStamina(), s->GetMaxStam() ));
equipCheckNeeded = true;
}
break;
case 7: // Cunning Spell
if( validChar )
{
s->IncIntelligence2( -Effect->More1() );
s->SetMana( std::min( s->GetMana(), s->GetMaxMana() ));
equipCheckNeeded = true;
}
break;
case 8: // Strength Potion (JS) and Spell (code)
if( validChar )
{
s->IncStrength2( -Effect->More1() );
s->SetHP( std::min( s->GetHP(), static_cast<SI16>( s->GetMaxHP() )));
equipCheckNeeded = true;
}
break;
case 9: // Grind potion (also used for necro stuff)
if( validChar )
{
switch( Effect->More1() )
{
case 0:
if( Effect->More2() != 0 )
{
s->TextMessage( nullptr, 1270, EMOTE, 1, s->GetName().c_str() ); // *%s continues grinding*
}
PlaySound( s, 0x0242 );
break;
default:
break;
}
}
break;
case 11: // Bless Spell
if( validChar )
{
s->IncStrength2( -Effect->More1() );
s->SetHP( std::min( s->GetHP(), static_cast<SI16>( s->GetMaxHP() )));
s->IncDexterity2( -Effect->More2() );
s->SetStamina( std::min( s->GetStamina(), s->GetMaxStam() ));
s->IncIntelligence2( -Effect->More3() );
s->SetMana( std::min( s->GetMana(), s->GetMaxMana() ));
equipCheckNeeded = true;
}
break;
case 12: // Curse Spell
equipCheckNeeded = false;
if( validChar )
{
s->IncStrength2( Effect->More1() );
s->IncDexterity2( Effect->More2() );
s->IncIntelligence2( Effect->More3() );
equipCheckNeeded = true;
}
break;
case 15: // Reactive Armor Spell
if( validChar )
{
s->SetReactiveArmour( false );
}
break;
case 16: // Explosion potion messages (JS)
src = CalcCharObjFromSer( Effect->Source() );
if( src->GetTimer( tCHAR_ANTISPAM ) < cwmWorldState->GetUICurrentTime() )
{
src->SetTimer( tCHAR_ANTISPAM, BuildTimeValue( 1 ));
2023-04-07 11:17:51 -04:00
std::string mTemp = util::ntos( Effect->More3() );
if( tSock )
{
tSock->SysMessage( mTemp.c_str() );
2022-06-10 08:12:58 -04:00
}
}
break;
case 17: // Explosion effect (JS and code)
src = CalcCharObjFromSer( Effect->Source() );
ExplodeItem( src->GetSocket(), static_cast<CItem *>( Effect->ObjPtr() )); //explode this item
break;
case 18: // Polymorph Spell
if( validChar )
{
s->SetId( s->GetOrgId() );
s->IsPolymorphed( false );
}
break;
case 19: // Incognito Spell
if( validChar )
{
s->SetId( s->GetOrgId() );
// ------ NAME -----
s->SetName( s->GetOrgName() );
i = s->GetItemAtLayer( IL_HAIR );
if( ValidateObject( i ))
{
i->SetColour( s->GetHairColour() );
i->SetId( s->GetHairStyle() );
2022-06-10 08:12:58 -04:00
}
i = s->GetItemAtLayer( IL_FACIALHAIR );
if( ValidateObject( i ) && s->GetId( 2 ) == 0x90 )
{
i->SetVisible( VT_VISIBLE );
i->SetColour( s->GetBeardColour() );
i->SetId( s->GetBeardStyle() );
2022-06-10 08:12:58 -04:00
}
if( tSock )
{
s->SendWornItems( tSock );
2022-06-10 08:12:58 -04:00
}
s->IsIncognito( false );
}
break;
case 21: // Protection Spell
if( validChar )
{
UI16 toDrop;
toDrop = Effect->More1();
if(( s->GetBaseSkill( PARRYING ) - toDrop ) < 0 )
{
s->SetBaseSkill( 0, PARRYING );
2022-06-10 08:12:58 -04:00
}
else
{
s->SetBaseSkill( s->GetBaseSkill( PARRYING ) - toDrop, PARRYING );
2022-06-10 08:12:58 -04:00
}
equipCheckNeeded = true;
}
break;
case 25: // Temporarily set item as disabled
Effect->ObjPtr()->SetDisabled( false );
break;
case 26: // Disallow immediately using another potion (JS)
if( validChar )
{
s->SetUsingPotion( false );
}
break;
case 27: // Explosion Spell
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Magic->PlaySound( src, 43 );
Magic->DoMoveEffect( 43, s, src );
Magic->DoStaticEffect( s, 43 );
Magic->MagicDamage( s, Effect->More1(), src, HEAT );
equipCheckNeeded = true;
}
break;
case 28: // Magic Arrow Spell
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Magic->PlaySound( src, 5 );
Magic->DoMoveEffect( 5, s, src );
// Caster.MovingParticles(d, 0x36E4, 5, 0, false, false, 3006, 0, 0);
Magic->DoStaticEffect( s, 5 );
Magic->MagicDamage( s, Effect->More1(), src, HEAT );
equipCheckNeeded = true;
}
break;
case 29: // Harm Spell
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Magic->PlaySound( src, 12 );
Magic->DoMoveEffect( 12, s, src );
Magic->DoStaticEffect( s, 12 );
Magic->MagicDamage( s, Effect->More1(), src, COLD );
equipCheckNeeded = true;
}
break;
case 30: // Fireball Spell
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Magic->PlaySound( src, 18 );
Magic->DoMoveEffect( 18, s, src );
Magic->DoStaticEffect( s, 18 );
Magic->MagicDamage( s, Effect->More1(), src, HEAT );
equipCheckNeeded = true;
}
break;
case 31: // Lightning Spell
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Effects->Bolteffect( s );
Magic->PlaySound( src, 30 );
Magic->DoMoveEffect( 30, s, src );
Magic->DoStaticEffect( s, 30 );
Magic->MagicDamage( s, Effect->More1(), src, LIGHTNING );
equipCheckNeeded = true;
}
break;
case 32: // Mind Blast
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Magic->PlaySound( src, 37 );
Magic->DoMoveEffect( 37, s, src );
Magic->DoStaticEffect( s, 37 );
Magic->MagicDamage( s, Effect->More1(), src, COLD );
equipCheckNeeded = true;
}
break;
case 33: // Energy Bolt
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Magic->PlaySound( s, 42 );
Magic->DoMoveEffect( 42, s, src );
Magic->DoStaticEffect( s, 42 );
Magic->MagicDamage( s, Effect->More1(), src, LIGHTNING );
equipCheckNeeded = true;
}
break;
case 34: // Chain Lightning
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Effects->Bolteffect( s );
Magic->PlaySound( s, 49 );
Magic->DoMoveEffect( 49, s, src );
Magic->DoStaticEffect( s, 49 );
Magic->MagicDamage( s, Effect->More1(), src, LIGHTNING );
equipCheckNeeded = true;
}
break;
case 35: // Flame Strike
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Magic->PlaySound( s, 51 );
Magic->DoMoveEffect( 51, s, src );
Magic->DoStaticEffect( s, 51 );
Magic->MagicDamage( s, Effect->More1(), src, HEAT );
equipCheckNeeded = true;
}
break;
case 36: // Meteor Swarm
src = CalcCharObjFromSer( Effect->Source() );
if( ValidateObject( src ) && ValidateObject( s ))
{
Magic->PlaySound( src, 55 );
if( s != src )
{
Magic->DoMoveEffect( 55, s, src );
2022-06-10 08:12:58 -04:00
}
Magic->DoStaticEffect( s, 55 );
//Effects->PlaySound( target, 0x160 );
//Effects->PlayMovingAnimation( caster, target, 0x36D5, 0x07, 0x00, 0x01 );
Magic->MagicDamage( s, Effect->More1(), src, HEAT );
equipCheckNeeded = true;
}
break;
case 40: // Used by JS timers
{
// Default/Global script ID
UI16 scpNum = 0xFFFF;
// Get script associated with effect, if any
cScript *tScript = JSMapping->GetScript( Effect->AssocScript() );
// items have serials of 0x40000000 and above, and we already know it's not INVALIDSERIAL
if( Effect->Source() >= BASEITEMSERIAL )
{
myObj = CalcItemObjFromSer( Effect->Source() );
equipCheckNeeded = false;
}
else
{
myObj = CalcCharObjFromSer( Effect->Source() );
equipCheckNeeded = true;
}
// Check that object effect was running on still exists
if( ValidateObject( myObj ))
{
// No associated script, so it must be another callback variety
if( tScript == nullptr )
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( Effect->More2() != 0xFFFF ) // A scriptId other than default one was found
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
{
scpNum = Effect->More2();
tScript = JSMapping->GetScript( scpNum );
2022-06-10 08:12:58 -04:00
}
}
// Make sure to check for a specific script via envoke system when the previous checks ended in the global script.
if(( tScript == nullptr || scpNum == 0 ) && Effect->Source() >= BASEITEMSERIAL )
{
if( JSMapping->GetEnvokeByType()->Check( static_cast<UI16>(( static_cast<CItem *>( myObj ))->GetType() )))
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
{
scpNum = JSMapping->GetEnvokeByType()->GetScript( static_cast<UI16>(( static_cast<CItem *>( myObj ))->GetType() ));
tScript = JSMapping->GetScript( scpNum );
2022-06-10 08:12:58 -04:00
}
else if( JSMapping->GetEnvokeById()->Check( myObj->GetId() ))
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
{
scpNum = JSMapping->GetEnvokeById()->GetScript( myObj->GetId() );
tScript = JSMapping->GetScript( scpNum );
2022-06-10 08:12:58 -04:00
}
}
// Callback to onTimer event in script
if( tScript )
{
tScript->OnTimer( myObj, static_cast<UI16>( Effect->More1() ));
2022-06-10 08:12:58 -04:00
}
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
}
break;
}
case 41: // Start of item crafting
HandleMakeItemEffect( Effect );
break;
case 42: // End of item crafting
src = CalcCharObjFromSer( Effect->Source() );
PlaySound( src, Effect->More2() );
break;
case 43: // Turn a wooly sheep into a sheared sheep
src = CalcCharObjFromSer( Effect->Source() );
if( !ValidateObject( src )) // char doesn't exist!
{
2022-06-10 08:12:58 -04:00
break;
}
else if( src->GetId() == 0xCF )
{
2022-06-10 08:12:58 -04:00
break;
}
src->SetId( 0xCF ); // Thats all we need to do
break;
case 50: // Unlock a magically locked object
{
myObj = CalcItemObjFromSer( Effect->Destination() );
if( ValidateObject( myObj ))
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
{
auto lockedItem = static_cast<CItem *>( myObj );
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
// Only continue if door is actually still locked
auto lockType = lockedItem->GetType();
if( lockType == IT_LOCKEDDOOR || lockType == IT_LOCKEDCONTAINER || lockType == IT_LOCKEDSPAWNCONT )
{
switch( lockType )
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
{
case IT_LOCKEDDOOR: lockedItem->SetType( IT_DOOR ); break;
case IT_LOCKEDCONTAINER: lockedItem->SetType( IT_CONTAINER ); break;
case IT_LOCKEDSPAWNCONT: lockedItem->SetType( IT_SPAWNCONT ); break;
default: break;
}
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
lockedItem->RemoveFromSight();
lockedItem->Update();
if( Magic->spells[23].Effect() != INVALIDID )
{
Effects->PlaySound( lockedItem, Magic->spells[23].Effect(), 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
CMagicStat temp = Magic->spells[23].StaticEffect();
if( temp.Effect() != INVALIDID )
{
auto iCont = lockedItem->GetCont();
if( ValidateObject( iCont ) && iCont->CanBeObjType( OT_CHAR ))
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
{
// Play unlock FX on character holding object
Effects->PlayStaticAnimation( iCont, temp.Effect(), temp.Speed(), temp.Loop() );
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
}
else
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
{
// Play unlock FX directly on object
Effects->PlayStaticAnimation( lockedItem, temp.Effect(), temp.Speed(), temp.Loop() );
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
}
}
}
}
break;
}
default:
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Console.Error( util::format( " Fallout of switch statement without default (%i). checktempeffects()", Effect->Number() ));
break;
}
if( validChar && equipCheckNeeded )
{
Items->CheckEquipment( s ); // checks equipments for stat requirements
}
removeEffects.push_back( Effect );
}
std::for_each( removeEffects.begin(), removeEffects.end(), []( CTEffect *effect )
{
cwmWorldState->tempEffects.Remove( effect, true );
2022-06-10 08:12:58 -04:00
});
}
//o------------------------------------------------------------------------------------------------o
//| Function - ReverseEffect()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Reverse a temp effect
//o------------------------------------------------------------------------------------------------o
void ReverseEffect( CTEffect *Effect )
{
CChar *s = CalcCharObjFromSer( Effect->Destination() );
if( ValidateObject( s ))
{
switch( Effect->Number() )
{
case 1: // Paralysis Spell
2002-04-07 20:53:41 +00:00
s->SetFrozen( false );
break;
case 2: // Nightsight Potion (JS) and Spell (code)
s->SetFixedLight( 255 );
break;
case 3: s->IncDexterity2( Effect->More1() ); break; // Clumsy Spell (JS)
case 4: s->IncIntelligence2( Effect->More1() ); break; // Feeblemind Spell (JS)
case 5: s->IncStrength2( Effect->More1() ); break; // Weaken Spell
case 6: s->IncDexterity2( -Effect->More1() ); break; // Agility Potion (JS) and Spell (code)
case 7: s->IncIntelligence2( -Effect->More1() ); break; // Cunning Spell
case 8: s->IncStrength2( -Effect->More1() ); break; // Strength Potion (JS) and Spell (code)
case 11: // Bless Spell
s->IncStrength2( -Effect->More1() );
s->IncDexterity2( -Effect->More2() );
s->IncIntelligence2( -Effect->More3() );
break;
case 12: // Curse Spell
s->IncStrength2( Effect->More1() );
s->IncDexterity2( Effect->More2() );
s->IncIntelligence2( Effect->More3() );
break;
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
case 18: // Polymorph Spell
s->SetId( s->GetOrgId() );
s->IsPolymorphed( false );
break;
case 19: // Incognito Spell
CItem *j;
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
// ------ SEX ------
s->SetId( s->GetOrgId() );
s->SetName( s->GetOrgName() );
j = s->GetItemAtLayer( IL_HAIR );
if( ValidateObject( j ))
{
j->SetColour( s->GetHairColour() );
j->SetId( s->GetHairStyle() );
}
j = s->GetItemAtLayer( IL_FACIALHAIR );
if( ValidateObject( j ) && s->GetId( 2 ) == 0x90 )
{
j->SetColour( s->GetBeardColour() );
j->SetId( s->GetBeardStyle() );
}
// only refresh once
CSocket *tSock;
tSock = s->GetSocket();
s->SendWornItems( tSock );
s->IsIncognito( false );
break;
case 21: // Protection Spell
SI32 toDrop;
toDrop = Effect->More1();
if(( s->GetBaseSkill( PARRYING ) - toDrop ) < 0 )
{
s->SetBaseSkill( 0, PARRYING );
}
else
{
s->SetBaseSkill( s->GetBaseSkill( PARRYING ) - toDrop, PARRYING );
}
break;
case 26: // Re-enable the usage of potions
s->SetUsingPotion( false );
break;
default:
Console.Error( " Fallout of switch statement without default. uox3.cpp, reverseEffect()");
break;
}
}
Items->CheckEquipment( s );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::TempEffect()
//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 a temp effect to a character
//o------------------------------------------------------------------------------------------------o
void cEffects::TempEffect( CChar *source, CChar *dest, UI08 num, UI16 more1, UI16 more2, UI16 more3, [[maybe_unused]] CItem *targItemPtr )
{
//if( !ValidateObject( source ) || !ValidateObject( dest ))
if( !ValidateObject( dest ))
return;
bool spellResisted = false;
CTEffect *toAdd = new CTEffect;
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
SERIAL sourceSerial = 0;
if( source != nullptr )
{
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
sourceSerial = source->GetSerial();
}
SERIAL targSer = dest->GetSerial();
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
toAdd->Source( sourceSerial );
toAdd->Destination( targSer );
std::vector<CTEffect *> removeEffect;
for( const auto &Effect : cwmWorldState->tempEffects.collection() )
{
if( Effect->Destination() == targSer )
{
if( Effect->Number() == num )
{
switch( Effect->Number() )
{
case 3: // Clumsy Spell (JS)
case 4: // Feeblemind Spell (JS)
case 5: // Weaken Spell
case 6: // Agility Potion (JS) and Spell (code)
case 7: // Cunning Spell
case 8: // Strength Potion (JS) and Spell (code)
case 11: // Bless Spell
case 12: // Curse Spell
case 18: // Polymorph Spell
case 19: // Incognito Spell
case 21: // Protection Spell
ReverseEffect( Effect );
removeEffect.push_back( Effect );
break;
default:
break;
}
2002-04-07 20:53:41 +00:00
}
}
}
std::for_each( removeEffect.begin(), removeEffect.end(), []( CTEffect *effect )
{
cwmWorldState->tempEffects.Remove( effect, true );
2022-06-10 09:53:13 -04:00
});
CSocket *tSock = dest->GetSocket();
toAdd->Number( num );
switch( num )
{
case 1: // Paralyse Spell
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
{
dest->SetFrozen( true );
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
R32 effectDuration = 0;
if( source == nullptr )
{
effectDuration = static_cast<R32>( more2 );
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( more3 != 0 )
{
// Divide duration by more3 value
effectDuration /= static_cast<R32>( more3 );
}
// Keep a reference to more1, if different than 0
if( more1 != 0 )
{
toAdd->More1( more1 );
}
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
{
effectDuration = static_cast<R32>( source->GetSkill( MAGERY )) / 100.0f;
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
}
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
toAdd->Dispellable( true );
2002-04-07 20:53:41 +00:00
break;
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
}
case 2: // Nightsight Potion (JS) and Spell (code)
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
{
SI16 worldbrightlevel;
worldbrightlevel = cwmWorldState->ServerData()->WorldLightBrightLevel();
dest->SetFixedLight( static_cast<UI08>( worldbrightlevel ));
DoLight( tSock, static_cast<SI08>( worldbrightlevel ));
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
R32 effectDuration = 0;
if( source == nullptr )
{
effectDuration = static_cast<R32>( more2 );
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
{
effectDuration = static_cast<R32>( source->GetSkill( MAGERY )) / 2.0f;
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
}
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
toAdd->Dispellable( true );
2002-04-07 20:53:41 +00:00
break;
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
}
case 3: // Clumsy Spell (JS)
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( dest->GetDexterity() < more1 )
{
more1 = dest->GetDexterity();
}
dest->IncDexterity2( -more1 );
dest->SetStamina( std::min( dest->GetStamina(), dest->GetMaxStam() ));
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
R32 effectDuration = 0;
if( source == nullptr )
{
// Use duration provided with effect call
effectDuration = static_cast<R32>( more2 );
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
// Halve effect-duration on resist
spellResisted = Magic->CheckResist( more3, dest, 1 );
}
else
{
effectDuration = static_cast<R32>( source->GetSkill( MAGERY ) / 10.0f );
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
//Halve effect-timer on resist
spellResisted = Magic->CheckResist( source, dest, 1 );
}
if( spellResisted )
{
toAdd->ExpireTime( BuildTimeValue( effectDuration / 2.0f ));
}
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
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
}
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
toAdd->More1( more1 );
toAdd->Dispellable( true );
2002-04-07 20:53:41 +00:00
break;
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
}
case 4: // Feeblemind Spell (JS)
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( dest->GetIntelligence() < more1 )
{
more1 = dest->GetIntelligence();
}
dest->IncIntelligence2( -more1 );
dest->SetMana( std::min( dest->GetMana(), dest->GetMaxMana() ));
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
R32 effectDuration = 0;
if( source == nullptr )
{
// Use duration provided with effect call
effectDuration = static_cast<R32>( more2 );
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
// Halve effect-duration on resist
spellResisted = Magic->CheckResist( more3, dest, 3 );
}
else
{
effectDuration = static_cast<R32>( source->GetSkill( MAGERY ) / 10.0f );
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
//Halve effect-timer on resist
spellResisted = Magic->CheckResist( source, dest, 1 );
}
if( spellResisted )
{
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
toAdd->ExpireTime( BuildTimeValue( effectDuration / 2.0f ));
}
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
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
}
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
toAdd->More1( more1 );
toAdd->Dispellable( true );
2002-04-07 20:53:41 +00:00
break;
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
}
case 5: // Weaken Spell
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( dest->GetStrength() < more1 )
{
more1 = dest->GetStrength();
}
dest->IncStrength2( -more1 );
dest->SetHP( std::min( dest->GetHP(), static_cast<SI16>( dest->GetMaxHP() )));
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
R32 effectDuration = 0;
if( source == nullptr )
{
// Use duration provided with effect call
effectDuration = static_cast<R32>( more2 );
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
// Halve effect-duration on resist
spellResisted = Magic->CheckResist( more3, dest, 1 );
}
else
{
effectDuration = static_cast<R32>( source->GetSkill( MAGERY ) / 10.0f );
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
//Halve effect-timer on resist
spellResisted = Magic->CheckResist( source, dest, 1 );
}
//Halve effect-timer on resist
if( spellResisted )
{
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
toAdd->ExpireTime( BuildTimeValue( effectDuration / 2.0f ));
}
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
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
}
toAdd->More1( more1 );
toAdd->Dispellable( true );
2002-04-07 20:53:41 +00:00
break;
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
}
case 6: // Agility Potion (JS) and Spell (code)
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
{
dest->IncDexterity( more1 );
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( source == nullptr )
{
// Use duration provided with effect call
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( more2 )));
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
{
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( source->GetSkill( MAGERY )) / 10.0f ));
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
}
toAdd->More1( more1 );
toAdd->Dispellable( true );
2002-04-07 20:53:41 +00:00
break;
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
}
case 7: // Cunning Spell
dest->IncIntelligence2( more1 );
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( source == nullptr )
{
// Use duration provided with effect call
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(more2) ));
}
else
{
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( source->GetSkill( MAGERY )) / 10.0f ));
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
}
toAdd->More1( more1 );
toAdd->Dispellable( true );
2002-04-07 20:53:41 +00:00
break;
case 8: // Strength Potion (JS) and Spell (code)
dest->IncStrength2( more1 );
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( source == nullptr )
{
// Use duration provided with effect call
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( more2 )));
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
{
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( source->GetSkill( MAGERY )) / 10.0f ));
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
}
toAdd->More1( more1 );
toAdd->Dispellable( true );
2002-04-07 20:53:41 +00:00
break;
case 9: // Grind Necro Reagent
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( more2 )));
toAdd->More1( more1 );
toAdd->More2( more2 );
toAdd->Dispellable( false );
2002-04-07 20:53:41 +00:00
break;
case 10: // ???
toAdd->ExpireTime( BuildTimeValue( 12.0f ));
toAdd->Dispellable( false );
toAdd->More1( more1 );
toAdd->More2( more2 );
2002-04-07 20:53:41 +00:00
break;
case 11: // Bless Spell
if( source == nullptr )
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
{
// No source! Effect gotten from equipping an item?
// Apply same bonus to all stats
dest->IncStrength2( more1 );
dest->IncDexterity2( more1 );
dest->IncIntelligence2( more1 );
toAdd->ExpireTime( BuildTimeValue( more2 ));
toAdd->More1( more1 );
toAdd->More2( more1 );
toAdd->More3( more1 );
}
else
{
// Effect gotten from a spell cast by another character
dest->IncStrength2( more1 );
dest->IncDexterity2( more2 );
dest->IncIntelligence2( more3 );
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( source->GetSkill( MAGERY )) / 10.0f ));
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
toAdd->More1( more1 );
toAdd->More2( more2 );
toAdd->More3( more3 );
}
toAdd->Dispellable( true );
2002-04-07 20:53:41 +00:00
break;
case 12: // Curse Spell
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
{
bool spellResisted = false;
R32 effectDuration = 0;
if( source == nullptr )
{
auto effectStrength = more1;
if( dest->GetStrength() < more1 )
{
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
effectStrength = dest->GetStrength();
}
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
dest->IncStrength2( -effectStrength );
if( dest->GetDexterity() < more1 )
{
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
effectStrength = dest->GetDexterity();
}
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
dest->IncDexterity2( -effectStrength );
if( dest->GetIntelligence() < more1 )
{
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
effectStrength = dest->GetIntelligence();
}
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
dest->IncIntelligence2( -effectStrength );
toAdd->More1( more1 );
toAdd->More2( more1 );
toAdd->More3( more1 );
// Use duration provided with effect call
effectDuration = static_cast<R32>( more2 );
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
// Halve effect-duration on resist
spellResisted = Magic->CheckResist( more3, dest, 4 );
}
else
{
if( dest->GetStrength() < more1 )
{
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
more1 = dest->GetStrength();
}
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( dest->GetDexterity() < more2 )
{
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
more2 = dest->GetDexterity();
}
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( dest->GetIntelligence() < more3 )
{
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
more3 = dest->GetIntelligence();
}
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
dest->IncStrength2( -more1 );
dest->IncDexterity2( -more2 );
dest->IncIntelligence2( -more3 );
toAdd->More1( more1 );
toAdd->More2( more2 );
toAdd->More3( more3 );
effectDuration = static_cast<R32>( source->GetSkill( MAGERY )) / 10.0f;
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
//Halve effect-timer on resist
spellResisted = Magic->CheckResist( source, dest, 4 );
}
if( spellResisted )
{
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
toAdd->ExpireTime( BuildTimeValue( effectDuration / 2.0f ));
}
2002-04-07 20:53:41 +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
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
}
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
toAdd->Dispellable( true );
2002-04-07 20:53:41 +00:00
break;
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
}
case 15: // Reactive Armor Spell
if( source != nullptr )
{
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( source->GetSkill( MAGERY )) / 10.0f ));
}
else
{
toAdd->ExpireTime( BuildTimeValue( 6.0f ));
}
toAdd->Dispellable( true );
2002-04-07 20:53:41 +00:00
break;
case 16: // Explosion potion messages (JS)
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( more2 )));
toAdd->More1( more1 ); //item/potion
toAdd->More2( more2 ); //seconds
toAdd->More3( more3 ); //countdown#
toAdd->Dispellable( false );
2002-04-07 20:53:41 +00:00
break;
case 18: // Polymorph Spell
toAdd->ExpireTime( cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_POLYMORPH ));
toAdd->Dispellable( 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
UI16 k;
// Grey flag when polymorphed
dest->SetTimer( tCHAR_CRIMFLAG, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_POLYMORPH ));
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( dest->IsOnHorse() )
{
DismountCreature( dest );
}
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( dest->IsFlying() )
{
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
dest->ToggleFlying();
}
k = ( more1<<8 ) + more2;
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( k <= 0x03e2 ) // body-values >0x3e1 crash the client
{
dest->SetId( k );
}
2002-04-07 20:53:41 +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 19: // Incognito Spell
toAdd->ExpireTime( BuildTimeValue( 90.0f )); // 90 seconds
toAdd->Dispellable( false );
2002-04-07 20:53:41 +00:00
break;
case 21: // Protection Spell
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
{
R32 effectDuration = 0;
if( source == nullptr )
{
effectDuration = static_cast<R32>( more2 );
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
{
effectDuration = 120.0f;
}
toAdd->ExpireTime( BuildTimeValue( effectDuration ));
toAdd->Dispellable( true );
toAdd->More1( more1 );
dest->SetBaseSkill( dest->GetBaseSkill( PARRYING ) + more1, PARRYING );
2002-04-07 20:53:41 +00:00
break;
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
}
case 25: // Temporarily set item as disabled
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( more1 )));
toAdd->ObjPtr( dest );
dest->SetDisabled( true );
toAdd->More2( 1 );
2002-04-07 20:53:41 +00:00
break;
case 26: // Temporarily disable the usage of potions
toAdd->ExpireTime( cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_POTION ));
dest->SetUsingPotion( true );
2002-04-07 20:53:41 +00:00
break;
case 27: // Explosion Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( Magic->spells[43].DamageDelay() )));
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
toAdd->More1( more1 );
break;
case 28: // Magic Arrow Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[5].DamageDelay() )));
toAdd->More1( more1 );
break;
case 29: // Harm Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[12].DamageDelay() )));
toAdd->More1( more1 );
break;
case 30: // Fireball Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[18].DamageDelay() )));
toAdd->More1( more1 );
break;
case 31: // Lightning Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[30].DamageDelay() )));
toAdd->More1( more1 );
break;
case 32: // Mind Blast Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[37].DamageDelay() )));
toAdd->More1( more1 );
break;
case 33: // Energy Bolt Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[42].DamageDelay() )));
toAdd->More1( more1 );
break;
case 34: // Chain Lightning Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[49].DamageDelay() )));
toAdd->More1( more1 );
break;
case 35: // Flamestrike Spell
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[51].DamageDelay() )));
toAdd->More1( more1 );
break;
case 36: // Meteor Swarm
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>(Magic->spells[55].DamageDelay() )));
toAdd->More1( more1 );
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break;
case 40: // Used by JS timers
toAdd->ExpireTime( BuildTimeValue(( static_cast<R32>( more1 ) + static_cast<R32>( more2 ) / 1000.0f )));
toAdd->More1( more3 );
2002-04-07 20:53:41 +00:00
break;
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
case 41: // creating item
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( more1 ) / 100.0f ));
toAdd->More2( more2 );
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break;
case 42: // delayed sound effect for crafting
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( more1 ) / 100.0f ));
toAdd->More2( more2 );
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break;
case 43: // regain wool for sheeps (JS)
toAdd->ExpireTime( BuildTimeValue( static_cast<R32>( more1 )));
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break;
default:
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Console.Error( util::format( " Fallout of switch statement (%d) without default. uox3.cpp, tempeffect()", num ));
delete toAdd;
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return;
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}
cwmWorldState->tempEffects.Add( toAdd );
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}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::TempEffect( CChar *source, CItem *dest, UI08 num, UI16 more1, UI16 more2, UI16 more3 )
//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 a temp effect to an item
//o------------------------------------------------------------------------------------------------o
void cEffects::TempEffect( CChar *source, CItem *dest, UI08 num, UI16 more1, UI16 more2, [[maybe_unused]] UI16 more3 )
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{
if( !ValidateObject( dest ))
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return;
CTEffect *toAdd = new CTEffect;
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if( ValidateObject( source ))
{
toAdd->Source( source->GetSerial() );
}
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else
{
toAdd->Source( INVALIDSERIAL );
}
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toAdd->Destination( dest->GetSerial() );
toAdd->Number( num );
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switch( num )
{
case 10: // Crafting Potion??
toAdd->ExpireTime( BuildTimeValue( 12 ));
toAdd->Dispellable( false );
toAdd->More1( more1 );
toAdd->More2( more2 );
source->SkillUsed( true, ALCHEMY );
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break;
case 13: // Timer for door (gangplank on boats?) to autoclose?
if( !dest->IsDoorOpen() )
{
dest->SetDoorOpen( true );
}
toAdd->ExpireTime( BuildTimeValue( 10 ));
toAdd->Dispellable( false );
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break;
case 17: // Explosion potion (explosion) Tauriel (explode in 4 seconds)
toAdd->ExpireTime( BuildTimeValue( 4 ));
toAdd->More1( more1 );
toAdd->More2( more2 );
toAdd->ObjPtr( dest );
toAdd->Dispellable( false );
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break;
case 25: // // Temporarily set item as disabled
toAdd->ExpireTime( BuildTimeValue( more1 ));
toAdd->ObjPtr( dest );
dest->SetDisabled( true );
toAdd->More2( 0 );
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break;
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
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case 50: // Magically locked, expires in X seconds (more1, based on caster's Magery skill)
toAdd->ExpireTime( BuildTimeValue( more1 ));
toAdd->ObjPtr( dest );
toAdd->Dispellable( false );
break;
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default:
Console.Error( " Fallout of switch statement without default. uox3.cpp, tempeffect2()" );
delete toAdd;
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return;
}
cwmWorldState->tempEffects.Add( toAdd );
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}
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::SaveEffects()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 16 March, 2002
//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 - Saves out the TempEffects to effects.wsc
//o------------------------------------------------------------------------------------------------o
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
void cEffects::SaveEffects( void )
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{
std::ofstream effectDestination;
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const char blockDiscriminator[] = "\n\n---EFFECT---\n\n";
SI32 s_t = GetClock();
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Console << "Saving Effects... ";
Console.TurnYellow();
std::string filename = cwmWorldState->ServerData()->Directory( CSDDP_SHARED ) + "effects.wsc";
effectDestination.open( filename.c_str() );
if( !effectDestination )
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{
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Console.Error( util::format( "Failed to open %s for writing", filename.c_str() ));
return;
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}
for( const auto &currEffect : cwmWorldState->tempEffects.collection() )
{
if( currEffect )
{
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currEffect->Save( effectDestination );
effectDestination << blockDiscriminator;
}
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}
effectDestination.close();
Console << "\b\b\b\b";
Console.PrintDone();
SI32 e_t = GetClock();
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Console.Print( util::format("Effects saved in %.02fsec\n", ( static_cast<R32>( e_t-s_t )) / 1000.0f ));
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}
void ReadWorldTagData( std::ifstream &inStream, std::string &tag, std::string &data );
//o------------------------------------------------------------------------------------------------o
//| Function - cEffects::LoadEffects()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 16 March, 2002
//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 - Loads in Effects from disk
//o------------------------------------------------------------------------------------------------o
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
void cEffects::LoadEffects( void )
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{
std::ifstream input;
std::string filename = cwmWorldState->ServerData()->Directory( CSDDP_SHARED ) + "effects.wsc";
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input.open( filename.c_str(), std::ios_base::in );
input.seekg( 0, std::ios::beg );
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std::string tag;
std::string data;
std::string UTag;
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if( input.is_open() )
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{
CTEffect *toLoad;
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char line[1024];
while( !input.eof() && !input.fail() )
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{
input.getline(line, 1023);
line[input.gcount()] = 0;
std::string sLine( line );
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sLine = util::trim( util::strip( sLine, "//" ));
auto usLine = util::upper( sLine );
if( !sLine.empty() )
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{
if( usLine == "[EFFECT]" )
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{
toLoad = new CTEffect;
while( tag != "o---o" )
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{
ReadWorldTagData( input, tag, data );
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auto sdata = std::string(util::trim(util::strip(data,"//")));
if( tag != "o---o" )
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{
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UTag = util::upper( tag );
switch(( UTag.data()[0] ))
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{
case 'A':
if( UTag == "ASSOCSCRIPT" )
{
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toLoad->AssocScript( static_cast<UI16>( std::stoul( sdata, nullptr, 0 )));
}
break;
case 'D':
if( UTag == "DEST" )
{
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toLoad->Destination( static_cast<UI32>( std::stoul( sdata, nullptr, 0 )));
}
if( UTag == "DISPEL" )
{
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toLoad->Dispellable((( static_cast<UI16>( std::stoul( sdata, nullptr, 0 )) == 0 ) ? false : true ));
}
break;
case 'E':
if( UTag == "EXPIRE" )
{
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toLoad->ExpireTime( static_cast<UI32>( std::stoul( sdata, nullptr, 0 )) + cwmWorldState->GetUICurrentTime() );
}
break;
case 'I':
if( UTag == "ITEMPTR" )
{
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SERIAL objSer = static_cast<UI32>( std::stoul( sdata, nullptr, 0 ));
if( objSer != INVALIDSERIAL )
{
if( objSer < BASEITEMSERIAL )
{
toLoad->ObjPtr( CalcCharObjFromSer( objSer ));
}
else
{
toLoad->ObjPtr( CalcItemObjFromSer( objSer ));
}
}
else
{
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toLoad->ObjPtr( nullptr );
}
}
break;
case 'M':
if( UTag == "MORE1" )
{
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toLoad->More1( static_cast<UI16>( std::stoul( sdata, nullptr, 0 )));
}
if( UTag == "MORE2" )
{
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toLoad->More2( static_cast<UI16>( std::stoul( sdata, nullptr, 0 )));
}
if( UTag == "MORE3" )
{
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toLoad->More3( static_cast<UI16>( std::stoul( sdata, nullptr, 0 )));
}
break;
case 'N':
if( UTag == "NUMBER" )
{
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toLoad->Number( static_cast<UI16>( std::stoul( sdata, nullptr, 0 )));
}
break;
case 'O':
if( UTag == "OBJPTR" )
{
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SERIAL objSer = static_cast<UI32>( std::stoul( sdata, nullptr, 0 ));
if( objSer != INVALIDSERIAL )
{
if( objSer < BASEITEMSERIAL )
{
toLoad->ObjPtr( CalcCharObjFromSer( objSer ));
}
else
{
toLoad->ObjPtr( CalcItemObjFromSer( objSer ));
}
}
else
{
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toLoad->ObjPtr( nullptr );
}
}
break;
case 'S':
if( UTag == "SOURCE" )
{
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toLoad->Source( static_cast<UI32>( std::stoul( sdata, nullptr, 0 )));
}
break;
default:
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Console.Error( util::format( "Unknown effects tag %s with contents of %s", tag.c_str(), data.c_str() ));
break;
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}
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}
}
cwmWorldState->tempEffects.Add( toLoad );
tag = "";
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}
}
}
input.close();
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}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CTEffect::Save()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - March 16, 2002
//o------------------------------------------------------------------------------------------------o
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
//| Purpose - Output the effect data to the effect destination. Returns true/false
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
//| indicating the success of the write operation
//o------------------------------------------------------------------------------------------------o
bool CTEffect::Save( std::ofstream &effectDestination ) const
{
2021-06-12 07:30:23 -04:00
CBaseObject *getPtr = nullptr;
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
const char newLine = '\n';
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
effectDestination << "[EFFECT]" << newLine;
// Hexadecimal Values
effectDestination << std::hex;
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
effectDestination << "Source=0x" << Source() << newLine;
effectDestination << "Dest=0x" << Destination() << newLine;
getPtr = ObjPtr();
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
effectDestination << "ObjPtr=0x";
if( ValidateObject( getPtr ))
{
effectDestination << getPtr->GetSerial() << newLine;
}
else
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
{
effectDestination << INVALIDSERIAL << newLine;
}
// Decimal / String Values
effectDestination << std::dec;
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
effectDestination << "Expire=" + std::to_string( ExpireTime() - cwmWorldState->GetUICurrentTime() ) + newLine;
effectDestination << "Number=" + std::to_string( Number() ) + newLine;
effectDestination << "More1=" + std::to_string( More1() ) + newLine;
effectDestination << "More2=" + std::to_string( More2() ) + newLine;
effectDestination << "More3=" + std::to_string( More3() ) + newLine;
effectDestination << "Dispel=" + std::to_string( Dispellable() ? 1 : 0 ) + newLine;
effectDestination << "AssocScript=" + std::to_string( AssocScript() ) + newLine;
effectDestination << "\no---o\n\n";
return true;
}