Commit graph

71 commits

Author SHA1 Message Date
strattond
d5194eef9c Merge remote-tracking branch 'origin/develop' into feature/typescript-def 2025-08-19 09:54:35 +10:00
strattond
36d6c0745a Revert "Use BaseObject instead of Character | Item where appropriate"
This reverts commit 0c870a5c92.
2025-08-13 15:01:25 +10:00
strattond
0c870a5c92 Use BaseObject instead of Character | Item where appropriate 2025-08-13 14:58:43 +10:00
strattond
9ded72183c Remove context restore functions 2025-08-13 14:55:28 +10:00
strattond
3831c7e4db Finish event fixups. Update scripts 2025-08-13 10:33:27 +10:00
strattond
5aecf0ba81 More event return validation 2025-08-12 16:45:07 +10:00
strattond
03c0199f28 More fixups for events 2025-08-12 12:43:20 +10:00
strattond
faf7b4672a Fix two events. Update JSDoc for the scripts 2025-08-12 11:31:41 +10:00
strattond
2c2939064f Callback JSDocs 2025-08-08 11:44:42 +10:00
Dragon Slayer
dce5e001ab Bug Fixes
- [FIX] Replaced incorrect 'pSocket' with 'socket'.
- [FIX] Fixed missing <big> tag in tooltip HTML.
- [UPD] Removed unnecessary 'default: break;' from switch statement.
- [FIX] Added missing semicolon after 'break' in case 1.
- [FIX] Corrected 'mininterval' to 'minInterval'.
- [FIX] Corrected 'maxinterval' to 'maxInterval'.
2025-08-06 20:15:46 -05:00
strattond
0c0c77b6f2 onUseChecked JSDocs. Fix some enum values 2025-08-06 20:58:54 +10:00
strattond
c9bb1cf05b Start plugging in TS checks 2025-08-06 19:21:47 +10:00
Xoduz
98596b9f78 Some minor fixes and updates
Updated UOX3 & JS documentation
Added new JS command: 'seeryell [text] // broadcast message to all with seer privs or higher privs
Added new privilege flag for characters:
	0x20000 - Seer (Character is a Seer)
Fixed an issue where Young players could not direct hirelings to attack valid targets (js/npc/ai/hireling.js)
When buying items from NPC shopkeepers worth more than the BUYTHRESHOLD in uox.ini, the player's backpack is first checked for the required amount of gold, before their bankbox is checked. A new message is displayed about any gold withdrawn from player's bank.
When selling items to NPC shopkeepers that are worth more than the BUYTHRESHOLD in uox.ini, the gold is now deposited directly into the player's bankbox, instead of to their backpack. A new message is displayed about any gold deposited to the player's bank.
Fixed an issue with Shopkeeper AI (js/npc/ai/shopkeeper.js) where the NPC would incorrectly assume player was member of the same NPC guild as them, and provide them with an unwarranted bonus to trade prices as a result
Fixed an issue that prevented players from being able to apply poison to weapons (js/skill/poisoning.js)
Fixed incorrect NPC spawn entry in Khaldun spawn region DFNs: spectralarmour -> spectralarmor
Added entries for Orc Caves/Khaldun to GM travel menu (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn)
Fixed an issue that sometimes prevented admin characters from seeing offline GMs
Added support for reading SKILLCAPSINGLE ini setting with GetServerSetting() JS function
Fixed issue where animal trainers would give players a random ostard when buying a desert ostard (js/npc/pets/static_ostard.js and dfndata/items/misc/mount-statues.dfn)
Added DFN entries for additional ostard-mount-statues (not sold by animal trainer) that can give user a random ostard, forest ostard or frenzied ostard respectively (dfndata/items/misc/mount-statues.dfn)
Player pets are no longer safe from being attacked from monsters. This also addresses an issue with tamed pets being able to freely attack monsters if player gets the monster's attention first and then kites the monster around while pet kills it. Now monster will properly re-focus to nearest attacker (including pets) if original target is too far away
Fixed incorrect command-levels for GMs for hard-coded commands listed in commands.dfn
Added support for specifying minEra,maxEra value pair for teleport locations in js/teleport.scp. These can be used to define the minimum and maximum era a given teleport entry should be active for. The values for these default to -1, unless otherwise specified. Updated teleport entry format:
	sourceX, sourceY, sourceZ, targX, targY, targZ, [sourceWorld, targWorld[, minEra, maxEra]]
Updated teleport entries for Yew <-> Heartwood to only be active for ML era shards and above (js/teleport.scp)
Updated regions for Moonglow and Skara Brae to properly cover dock areas (dfndata/regions/regions.dfn)
Added missing dictionary entries related to poison/corrosion update
Added some missing details for poisoning skill (js/skill/poisoning.js) and arms lore skill (js/skill/armslore.js)
Added missing details for 'tweak (js/commands/targeting/tweak.js), 'get and 'set (js/commands/targeting/get.js and set.js) commands related to poison charges and poison strength on items
Updated poison strength of poison elementals [poisonele] from 4 to 5 (dfndata/npc/elementals.dfn)
Fixed an issue with Spawner Object Editor where state of "Use Spawnlist" checkbox would not be read correctly if no "Spawner Type" radio buttons were selected (js/server/misc/spawner_editor.js)
2025-07-02 03:11:29 +08:00
Xoduz
390280b892 Mainly timestamp-related fixes in scripts
Fixed misc edge-case-issues with handling of timestamps via GetCurrentClock() in various scripts, especially those stored in custom object tags. In cases of timestamps supposed to persist for a long time (and across server restarts), this is now handled via Date.now() instead.
Updated changelog :)
2025-05-29 09:24:12 +08:00
Xoduz
49be9d6648 Final update to this PR
Admin welcome gump will now trigger a worldsave to save spawning option selections to ini file (js/server/admin_welcome.js)
2025-05-04 10:02:46 +08:00
Xoduz
6c131e46f6 Minor fix for helpgump
Fixed an issue where help gump could be opened multiple times in regular UO client (js/server/misc/helpgump.js)
Corrected changelog date!
2025-05-04 02:48:36 +08:00
Xoduz
5fbeb04f2b Misc Fixes and Updates
Added support for MAXWEIGHTBONUS DFN tag for races, to allow increasing weight that can be carried by specific race, and a new GetWeightMax() code function to do the necessary calculations on demand
Updated [default race bonuses] UOX.INI section with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn):
	HUMANMAXWEIGHTBONUS=0
	ELFMAXWEIGHTBONUS=0
	GARGOYLEMAXWEIGHTBONUS=0
Added support for ALLSKILLSG and ALLSKILLSL DFN tags for races, which allow defining skill bonus or loss across all skills for a given race
Added new Character JS Method for adding skill points without triggering skillchange JS Events:
	.AddSkill( skillID, skillAmt, triggerEvents[true/false] )
Added new Boat JS Property to allow getting/setting movement types for Boats via scripts:
	.moveType // See UOX3 JS Engine Docs > JS Object Properties > Multi Properties for a detailed list of all supported movement types
Added new Boat JS Method to allow turning boats via scripts:
	.TurnBoat( turnDir ) // 0 = straight (no turning), 1 = turn left, 2 = turn right, 3 = flip around
Updated IterateOver/OnIterate JS Function/Event to support passing in optional socket parameter. New syntax:
	IterateOver( objectType[, socket ]);
	.OnIterate( sourceObject, targetObject, socket )
Updated Character/Item JS Method .Refresh() to support an optional socket argument, to specify which player to refresh the object for. New syntax:
	.Refresh( [socket] )
Added support for new region setting that can define a region as disabled/enabled via DFN (tag) or script (JS property). Disabled regions will be ignored by UOX3:
	DISABLED=0/1 // Region DFN tag
	.isDisabled // Region JS Property
Fixed issue where JS tags and temporary JS tags would not be copied over when duplicating a character or item
Removed strength requirements from base shield definitions - stats like these are handled per era (dfndata/items/gear/armor/base_armor.dfn)
Fixed an issue where necromancer newbie armor would incorrectly inherit base versions of leather armor without stats (dfndata/items/gear/armor/leather_armor/leather.dfn)
Fixed an issue where players would not correctly leave combat after hiding (js/skill/hiding.js)
Fixed an issue with Healing skill where skill-checks for healing/veterinary would fail due to a misspelled variable (js/skill/healing.js)
Updated smart-turn furniture script to prevent players from being able to turn furnitures that are occupied by characters (js/server/misc/furniture_smartturn.js)
Updated Buff-bar script to only add buffs for client versions higher than 5.0.2, the client patch where this feature was added (js/server/network/0xDF_buffBar.js)
Updated Vendor BDO Dispenser script to add alternative reward-table for AoS era (js/npc/ai/vendor_bdo_dispenser.js)
Cleaned up some code (spaces to tabs, indentation, spacing)
2025-04-23 00:01:53 +08:00
Dragon Slayer
11e134e337 spawner editor changes 2025-03-08 19:59:13 -06:00
Dragon Slayer
38e62b643d Update spawner_editor.js 2025-03-08 19:53:30 -06:00
Dragon Slayer
7115b64d44 fixed 2025-01-25 08:05:47 -06:00
Dragon Slayer
647cb3e001 gm check 2025-01-24 18:21:39 -06:00
Dragon Slayer
199ca5ae42 Update spawnergump.js 2024-05-05 17:01:18 -05:00
Dragon Slayer
cf0e117bbd Spawner Gump
This gives spawners a gump to edit them, You do not have to use it but very nice if your not wanting to mess with a lot of set commands.
2024-05-05 13:37:36 -05:00
Dragon Slayer
628a83b76e small fix 2023-12-31 18:48:01 -06:00
Dragon Slayer
6c330f8da7 Some adjustments
Added charges tooltip.js
2023-12-19 18:07:29 -06:00
Geir Ove Alnes
3c092ddcc3
Merge branch 'develop' into GlassBlowing 2023-12-10 13:53:21 +08:00
Dragon Slayer
7df461ab4e updated welcome gump 2023-12-01 10:01:10 -06:00
Dragon Slayer
5467b6a543 Glass Crafting menu
Added Tool
Added glass items
added Special turn for glass crafted items.
2023-11-26 20:36:08 -06:00
Xoduz
667f948be3 0.99.6-RC6x
Added dummy context restore function to additional scripts
Updated 'go command to support specifying location to teleport to by name, mapped to locations from locations.dfn (Thanks Dragon Slayer!)
Updated Smart Turn script for furniture (js/server/misc/furniture_smartturn.js) with more optimized code (Humility)
Fixed latitude/longitude output of GetMapCoordinates helper function (js/server/data/map_coordinates.js), and updated scripts that relied on it
Fixed an issue where trying to craft fletching tools would produce hatchets instead (js/skill/craft/fletching.js)
Updated js/item/bankcheck.js to display value of checks using onTooltip JS Event, or onNameRequest JS Event if tooltips are disabled
Fixed a couple of DFN formatting issues (thanks, punt)
Fixed an issue where blank deeds (and bank checks) would be pileable if dropped on the same container (dfndata/items/tools/inscription.dfn)
Added dedicated [bankcheck] DFN item (dfndata/items/misc/money.dfn)
Updated Banker AI script (js/npc/ai/banker.js) to use dedicated [bankcheck] item instead of blank deeds as base for bank checks, and to have banker NPCs pause and turn towards player when talked to
Fixed an issue with script for Healing/Veterinary (js/skill/healing.js) which incorrectly used Anatomy as supplementary skill for Veterinary instead of Animal Lore, and which checked dex of wrong character when calculating healing slips
Added two missing tile flags to tileflag enum that threw order of such flags added with HS expansion out of order (thanks, punt)
Fixed an issue with travel-commands in GM menu which handled travelling between facets incorrectly
Added region spawners for dungeons, towns and overworld in Ilshenar facet
Enabled Trammel and Ilshenar facet decorations/spawns by default in admin welcome script (js/server/misc/admin_welcome.js)
Reworked portions of admin welcome gump to display optional "addon" decorations per facet, which might be client/era-specific (js/server/misc/admin_welcome.js)
Added new NPCs to dfndata/npc/femalehuman.dfn: f_executioner, f_chaosdragoon, f_chaosdragoonelite, f_gypsybanker
Added new NPCs to dfndata/npc/femalevendors.dfn: f_gypsymaiden, f_gypsyanimaltrainer, f_gypsyfortuneteller, f_vagabond, f_ironworker
Added new NPCs to dfndata/npc/malehuman.dfn: m_executioner, m_chaosdragoon, m_chaosdragoonelite, m_gypsybanker
Added new NPCs to dfndata/npc/malevendors.dfn: m_gypsyanimaltrainer, m_vagabond, m_ironworker
Added new NPC to dfndata/npc/miscmonsters.dfn: darkwisp
Added new NPC to dfndata/npc/undead.dfn: ancientlich
Added new Item DFNs for "camps" that when spawned will create a camp with specific decorations ([ilsh_orc_camp], [ilsh_healer_camp], [ilsh_mage_camp], [ilsh_banker_camp])
Added scripts for camps (js/item/camps/ilsh_banker_camp.js, js/item/camps/ilsh_healer_camp.js, js/item/camps/ilsh_mage_camp.js, js/item/camps/ilsh_orc_camp.js)
Added new colorlist to dfndata/colors/colors.dfn: [RANDOMCOLOR 33] (Bright Primary Colors)
Fixed an issue with gargish cloth chest DFN which prevented LBR version from working properly (dfndata/items/gear/armor/gargish_armor/gargish_cloth.dfn)
Added a bunch of new NPCLISTS in various npclist DFN files to support regional spawns in Ilshenar
Added missing BACKPACK tag to [golem] NPC DFN (dfndata/npc/clockwork.dfn)
Fixed misspelled section header for Fire Elemental NPC - from firele to fireele (dfndata/npc/elementals.dfn)
Murderous brigand NPCs are no longer willing to teach players skills (dfndata/npc/femalehuman.dfn, dfndata/npc/malehuman.dfn)
Corrected coordinates of Rock Dungeon region (dfndata/regions/regions.dfn)
Added regions for Sea Market (Felucca/Trammel), Blackthorn Dungeon (Felucca/Trammel) and Lakeshire (Ilshenar) (dfndata/regions/regions.dfn)
Fixed an issue with 'radditem and 'raddspawner GM commands which would not correctly set the Z of the added item/spawner to match target location (js/commands/custom/repeatingcmds.js)
Added two new repeating commands (js/commands/custom/repeatingcmds.js):
	'rmovable #	// Repeats bringing up targeting cursor to set movable property on multiple objects
	'rnodecay	// Repeats bringing up targeting cursor to set decayable property to false on multiple objects
Added new areacommand (js/commands/targeting/areacommand.js):
	'areacommand name [string]	// Sets name of all objects within targeted area to [string]
Updated 'decorate command script to better handle flags passed in via admin welcome script for things like facet addons (js/commands/decorate.js)
Updated fire breath script (js/npc/special/fire_breath.js) to get fire breath info per NPC based on their sectionID rather than their base body ID
Updated facet ruleset script (js/server/misc/facetRuleset.js) with an override for GMs trying to snoop players even in places where snooping is disallowed
Updated facet ruleset script (js/server/misc/facetRuleset.js) to allow damage that's not coming from a player/NPC source even in Trammel/Ilshenar
Added teleport locations for entering/leaving Blackthorn Dungeon in Felucca/Trammel (js/teleport.scp)
Updated 'remove and 'rremove commands to release any targeted objects from potential multis they are locked in to properly update lockdown count (js/commands/targeting/remove.js, js/commands/custom/repeatingcmds.js)
Updated felucca/ilshenar world templates with decorations (js/jsdata/worldtemplates/felucca_*/ilshenar_*)
Added world templates with decorations for Trammel (js/jsdata/worldtemplates/trammel_*)
Added DFN entry for Power Generators, and spawn entries for these in Ilshenar (dfndata/item/puzzles/puzzles.dfn, dfndata/spawn/ilshenar/spawn_ilshenar_world_general.dfn)
Added script for Power Generators, which initializes random puzzles on creation and rewards player with diamonds/arcane gems/shadow iron ore when solved, or lightning when failing to solve (js/item/power_generator.js)
Added support for overriding newbie-state of items added to players via dfndata/newbie/newbie.dfn. Supported syntax:
	PACKITEM=sectionID[, amount[, newbieFlag]] 	// To use newbieFlag with PACKITEM, amount must also be specified. Flag can be 0/1
	EQUIPITEM=sectionID[, itemHue[, newbieFlag]	// To use newbieFlag with EQUIPITEM, itemHue must also be specified. Flag can be 0/1
Casting the Earthquake spell will no longer affect the caster, or cause them to become criminal when cast out of town with no impacted targets
Fixed a bug where caster would remain frozen after finishing casting targetless spells like Earthquake
Fixed a bug where caster would remain frozen if spellcast was cancelled half-ways through by picking up or equipping an item
Fixed a bug where caster would remain frozen if spellcast was interrupted by losing concentration from taking melee damage in combat
Fixed a bug where a paralyzed player would remain frozen even if taking magic or poison damage, which releases them from paralyzis
Fixed a bug where target of Paralyze spell would not visually be shown as frozen in target's client
Fixed a bug where a caster frozen while casting a spell could become unfrozen mid-cast because of incoming magic damage
Address overflow issue in MultiMul.cpp (punt)
Address various cast issues (punt)
Corrected jscript project, to not include two files that where for stand alone programs (and resulted in main being added twice in the library (and once was incorrect all ready). (punt)
Replaced RoundNumber with std::round (punt)
The original physical appearance of characters targeted by 'make admin/gm/cns is now kept track of, and restored upon being targeted by 'make player
Fixed an issue where the .HasSpell JS Method was off by 1 when looking for specific spells in player's spellbook, due to 0-based array indexing in code vs 1-based indexing for Spells in DFNs
2023-10-14 05:03:53 +08:00
Xoduz
a48d9ee299 UOX3 0.99.6-RC6
Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command
Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location
Fixed a server crash from clients disconnecting while running server in debug mode
Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range
Added more information about UO data files being loaded during server startup
Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this
Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat
Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default:
	AI_ANIMAL_SCARED (aitype 12)
Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing
Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately:
	onNameRequest( myObj, requestedBy, requestSource )
		Potential values for requestSource:
			0 - Speech/System Messages
			1 - Guild Menus
			2 - Stat Window (self)
			3 - Stat Window (other)
			4 - Tooltip
			5 - Paperdoll Journal
			6 - Paperdoll
			7 - Single Click / All-Names
			8 - System
			9 - Secure Trade Window
Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system:
	APSPERFTHRESHOLD=50 	// Performance threshold (measured in simulation cycles/sec) below which the APS kicks in
	APSINTERVAL=100 		// How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance
	APSDELAYSTEP=50 		// How much the delay timer is modified by (in milliseconds) each time APS makes adjustments
	APSDELAYMAXCAP=2000 	// Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance
Added new JS Methods for Region objects:
	.GetOrePrefs( oreType )	// Get ore preference data for ore type found in town region. Returned as an array containing the following data:
		orePrefData -> [
			oreName,	// name of ore
			color,		// color of ore
			minskill,	// min skill to mine ore
			ingotName,	// name of ingot created from ore
			makemenu,	// makemenu entry for crafting something from ingot
			oreChance,	// default global chance of finding this ore type
			scriptID 	// script attached to mined ore
		],
		orePrefChance 	// Chance of finding this ore type in given town region
	.GetOreChance() 	// Get base chance of finding any ore in town region
Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants
Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up
Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber)
Made some "hard-scripted" system messages in misc scripts use dictionary system instead
Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn)
Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn)
Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn)
Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn)
Fixed an issue where NPCs could attempt to attack targets in other worlds/instances
Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage:
	onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType )
Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters:
	onCreatePlayer( pChar )
Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell:
	onSpellTargetSelect( caster, target, spellNum )
Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat
Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers:
	onPickup( iPickedUp, pChar, iCont )
Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine:
	.totalPlayTime		// Account property, total playtime across all chars
	.playTime 			// Character property, total playtime on given character only
Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js)
Implemented first version of Young Player System:
	Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System
	Added new JS Account property that gets/sets whether player account is considered Young:
		.isYoung
	Added new Char timers:
		TIMER_YOUNGHEAL		// Restricts how often Young players are healed by NPC healers
		TIMER_YOUNGMESSAGE	// Restricts how often Young players are warned about dangerous looking monsters in overworld
	Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js)
	Added new UOX.INI setting to enable/disable Young Player System (enabled by default):
		YOUNGPLAYERSYSTEM=1
	If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag
	Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js):
		Young characters will have [Young] displayed over their head
		Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true:
			Account has a total playtime of more than 40 hours
			Any character has more than 350 total (base) skill points
			Any character has more than 70 skill points in a single skill
			Any character has more than 150 total stat points
			Any character has more than 80 stat points in a single stat
		Young characters can renounce their Young status manually by saying the words "I renounce my young player status"
		Young characters get two additional items upon creation:
			a new player ticket (can be combined with any other players new player ticket for both players to get a reward)
			a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors)
		Young characters cannot target other player characters with hostile spells or skills
		Young characters cannot be the target of other player characters' hostile spells or skills
		Young characters can only cast beneficial spells upon themselves or other Young characters
		Young characters can only be the target of beneficial spells from other Young players
		Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items
		Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact
		Young players receive a warning upon entering dungeons that monsters there will be hostile
	Updated global script (js/server/global.js) to:
		Check/Verify Young status of players upon login
		Attach young player script on login/creation for players on Young accounts
		Give specific items to Young players upon creation
	Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players
	Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful
	Updated Healer AI in code to heal nearby injured Young players
	Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons
	Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia.
	Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players
	Restricted Young players from recalling or gating to Felucca facet
	Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
Xoduz
6a8c09bb15 Thief Revamp - 0.99.6-RC5
Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits
Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet):
	m_thief_guildmaster (dfndata/npc/male_human.dfn)
	f_thief_guildmaster (dfndata/npc/female_Human.dfn)
Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties:
	.npcGuild 		// ID of NPC guild, as defined in script
	.npcGuildJoined // Timestamp for when player joined NPC guild
Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players.
Added two new character properties:
	.isDisguised 	// true/false flag for character being disguised
	.origName 		// used to store character's original name before disguise went into effect
Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include:
	New features:
		Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container
		When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles
		Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing
		Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed
		Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed
		Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above)
		Optional AoS feature to steal special consumable items from monsters
	Updated default stealing rules:
		Updated calculations to determine chance of success when stealing
		Players cannot steal while engaged in combat
		Players are revealed if hidden as soon as they use the stealing skill
		Players can no longer steal items in the secure trade window
		Players can no longer steal items from NPC shopkeepers
		Both hands must be free to steal
		Stealing now checks line of sight to target player/object
		Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies
		Players can no longer steal from NPC guards by default
		Players can no longer steal from the same NPC monster more than once
		Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher
		Players can no longer steal items held on cursor by other players
		Orcish masks now eplode if player steals from orcs while wearing it
		If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player
		Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged
	Stealing script options:
		Allow stealing entire containers (off by default pre-AoS)
		Return stolen items on thief death (off by default)
		Temporarily make stolen items immovable in thief's backpack (on by default post-AoS)
		Temporarily protect traded items (on by default)
		Let dexterity affect chance for successful theft (off by default)
		Let light level affect chance for successful theft (off by default)
		Allow stealing from NPC Guards (off by default)
		Allow stealing special loot from monsters (on by default post-ml)
Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes:
	Players cannot snoop pack animals from inside a house, if the animal is outside
	The deeper inside main backpack a container sits, the harder it becomes to snoop inside it
	Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time.
	Players have a chance to stay hidden while snooping, based on their Hiding skill
	Karma is now lowered by snooping regardless of success or failure
Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes
Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies.
Player combat targets and war mode are now cleared on logout
Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat
Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button
Fixed an issue that could cause swimming NPCs to swim on land
NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone.
SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer:
	[NPCLIST example]
	{
	75|NPCLIST=allorc
	25|ratman
	}
Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez
Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property.
Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up
Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped
Added new JS Function to check if any characters at specified location potentially block movement:
	DoesCharacterBlock( x, y, z, worldNum, instanceID )	// returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
Xoduz
82012d167d Final batch of fixes for this PR, I promise
Fixed an issue with the Clumsy spell script (js/magic/clumsy.js) where an attempt could be made to send a system message to the non-existent sockets of NPCs casting the spell
Fixed an issue where [golem] NPCs were trying to GET crafted_golem instead of craftedgolem (dfndata/npc/clockwork.dfn)
Fixed an issue where [golem] and [craftedgolem] NPCs were setup to use colossal blow special ability, but ability script didn't allow for it (js/ai/special/colossal_blow.js)
Removed some debug messages from gate opener script (js/item/gate_opener.js)
Added some comments to musiclists in regions.dfn, and added a few missing music entries to a few regions (dfndata/regions/regions.dfn)
Added function _restorecontext_() {} to another bunch of scripts:
	js/npc/ai/monster/ethereal_warrior.js
	js/commands/zerokills.js
	js/commands/killall.js
	js/commands/fixcont.js
	js/commands/delid.js
	js/commands/cleanup.js
	js/commands/areacommand.js
	js/item/guildstone.js
	js/item/gate_opener.js
	js/item/bedroll.js
	js/item/potion.js
	js/item/kindling.js
	js/item/doors.js
	js/item/dungeons/switch_puzzle_covetous.js
	js/skill/peacemaking.js
	js/skill/detecthidden.js
	js/skill/craft/cooking.js
	js/skill/craft/blacksmithing.js
	js/skill/cooking/wheat.js
	js/skill/cooking/flourmill.js
	js/npc/ai/pack_ai.js
	js/npc/ai/monster/savage_shaman.js
	js/npc/ai/monster/orc_chopper.js
	js/npc/ai/monster/orc_brute.js
	js/npc/ai/exodus_clockwork.js
	js/npc/special/life_drain_aura.js
	js/npc/special/dull_copper_elemental.js
	js/npc/special/damage_aura.js
	js/npc/speech/speech_monster.js
	js/server/misc/dungeon_trap.js
	js/server/house/playerVendorDeed.js
	js/server/house/houseCommands.js
2023-06-11 17:25:34 +08:00
Xoduz
bf4d4d362e Couple of more fixes
Fixed client freeze after login for sub-7.x clients, caused by sending an unsupported animation packet; FORCENEWANIMATIONPACKET will now not be enabled if support for client versions below 7.x is enabled
Added function _restorecontext_() {} to a couple more scripts:
	js/commands/targeting/set.js
	js/commands/decorate.js
	js/commands/go.js
Fixed an issue with 'xgo command that would prevent it from working properly (js/commands/targeting/x.js)
Fixed an issue with teleport function in help gump which prevented pets from teleporting with player (js/server/misc/helpgump.js)
Fixed an issue with players in some cases getting toggled out of combat mode visually on other clients even though they were still in combat mode (when target dies, resurrection of ghost in combat mode, etc)
Players no longer see a message above their character's head about their own character attacking other characters
2023-06-09 20:20:48 +08:00
Xoduz
c120679695 Pets and followers mini-revamp
Added new protected property for CChar class to track a player's currently controlled pets/followers/summons, and renamed the on tracking all pets owned:
	GenericList<CChar *> activeFollowers
	GenericList<CChar *> petsControlled -> petsOwned
Added new JS Character Methods to view/manipulate follower list:
	GetFollowerList()
	AddFollower( npcObject )
	RemoveFollower( npcObject )
Added new JS Character Property to fetch current count of followers character has:
	.followerCount
Added new GM commands for spitting out information on all pets/followers a player has, in the following format: Name: %s | ID: %i | Serial: %i | x: %i | y: %i | z: %i | world: %i | instanceID: %i
	'listpets
	'listfollowers
Replaced most instances of GetPetList in code and scripts with GetFollowerList, as that's what we actually care about for the most part
Updated code and relevant scripts to make use of AddFollower and RemoveFollower functions where appropriate
Modified code for restoring pet loyalty upon feeding pet; by default it now restores 10/100 loyalty per time pet is fed, while if CoreShardEra setting in UOX.INI is set to AoS expansion or higher, loyalty is instantly restored to max when pet is fed (regardless of amount)
Updated AreaCharacterFunction and AreaItemFunction JS Functions to still work if third parameter (socket) is provided as null
Modified code and relevant scripts that teleport pets/followers along with player to only do so for pets/followers using the "follow" wandermode with player as follow target
Updated some instances of code and script that checked for both controlSlot AND maxFollowers requirements - now only checks maxFollowers if controlSlots is set to 0 in ini
Added function _restorecontext_() {} to a couple more scripts:
	js/commands/targeting/tele.js
Updated error message shown when attempts are made to add deleted objects to refreshQueue, to include name, ID and serial of the object in question
2023-06-02 01:44:40 +08:00
Xoduz
fa2aae242e UOX3 0.99.6-RC4
Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers
Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js)
Fixed an issue where UOX3 would fail to load pre-HS multi.mul files
Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn)
Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js)
When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride
Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong
Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function
MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile
MAXRANGE item property can now be used to define max combat range for melee weapons
Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors
Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn)
Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js)
Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead
Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer)
Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8
Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9
Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory
Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses
Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer)
Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {}
Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer)
Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object:
	.GetTagMap()		// Gets list of persistent custom tags associated with object
	.GetTempTagMap()	// Gets list of temporary custom tags associated with object
Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js)
Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js)
Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js)
Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js)
Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js)
Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js)
Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js)
Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js)
Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly
Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn
Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax:
	.SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE
Added new Character JS Methods:
	.SetRandomName( nameListID ) 	// apply a random name from specified namelist to character
	.FindItemSection( sectionID ) 	// find item in player's backpack with specified sectionID
Added new Socket JS Method:
	.OpenContainer()	// Opens specified container for socket
2023-05-30 01:47:26 +08:00
Xoduz
2958e34dbb Updates to PvP ruleset script and associated changes
Added initial pass for supporting Trammel PvP ruleset, which can be applied to and/or customized per facet and optionally overridden per region via js/server/misc/facetRulset.js (Dragon Slayer)
Misc script cleanup and extension of pvp ruleset script to include target handling for Blade Spirits/Energy Vortex, as well as the Provoke barding skill (Xuri)
Added custom AI scripts for summoned Blade Spirits (js/npc/ai/summon/blade_spirit.js) and Energy Vortexes (js/npc/ai/summon/energy_vortex.js) with updated target selection rules (based on target stats) and checks for active pvp ruleset (Xuri)
Added JS Function to check for existence of a JS event in another file (Xuri):
	DoesEventExist( scriptID, eventToCheck )
Updated scripted magic spells to check for facet ruleset before allowing casting hostile and/or beneficial spells on other players (Xuri)
Added new JS Method for Guilds to check if they are "at peace", i.e. NOT at war with any other guilds (Xuri):
	.IsAtPeace()	// Returns true if guild is at peace, and not at war with any other guilds
Added support for triggering onPickup JS event for Characters, and not just items (Xuri)
2023-05-21 02:14:17 +08:00
Dragon Slayer
80a01c819b Added Couple more Rules
Added more rules for config
2022-12-24 19:36:10 -06:00
Dragon Slayer
8fcee3f7b9 Added Explosion Potion Check 2022-12-24 19:28:00 -06:00
Dragon Slayer
21dfcbcfdf Update facetRuleset.js 2022-12-24 19:00:22 -06:00
Dragon Slayer
28d21700c6 Update the Facet Rules to UOX3
This now is a more in depth ruleset including features to control it by region, facet or Both.
2022-12-24 18:56:35 -06:00
Dragon Slayer
9aa0bd2dc9 Added Map RuleSet
This can make it so players can not attack steal or cast on other players why in trammel ,malas and  tokuno or ilsh.

The gate will attach the script to the player when they go though gate to those facets. if the player goes back to the felucca the script is removed.
2022-12-18 20:16:27 -06:00
Xoduz
37a76083de Rest of the changes for 0.99.6-RC1
Misc cleanup and standardization of style and naming conventions in code and scripts
Added missing code for showing race in paperdoll based on ini setting
Players can no longer use Polymorph spell while incognitoed, or while under effect of tribal paint
Players can no longer use Incognito spell while polymorphed, or while under the effects of tribal paint
Facial hair is now removed from players who are under the effects of Incognito spell that changes their gender for female
2022-10-24 18:39:33 +08:00
Xoduz
df2b44be67 Mix script fixes and additions
Fixed a bug where adding or removing friends for a pet would not properly inform the involved players
Traps in dungeons will now only trigger for player characters, and will ignore all NPCs
Fixed an issue with archery butte script (js/item/archerybutte.js) where chance of hitting a bullseye was not calculated correctly
Fixed reagent requirements for inscribing Explosion spell (thanks Azzerhoden Razeri!)
Removed redundant VALUE tags from JewlerShopping shoplist (thanks Azzerhoden Razeri!)
Added NPC definitions for savage shaman, savage warrior (male and female) and savage rider in dfndata/npc/savages.dfn.
	Added special AI scripts for savages and savage shamans, to handle their special abilities
	Added tribal paint consumable item (dfndata/items/misc/consumables.dfn)
	Added ability to cook tribal paint via flour and tribal berries (js/skill/cooking/flour.js)
	Added some helper scripts for magic:
		js/magic/helper/check_resist.js (6000)				// Test target's resist versus caster and spell circle
		js/magic/helper/calc_final_spell_damage.js (6001)	// Calculate spell damage from provided base damage
	Added a timer-related script that can be used to keep track of long-term timers (up to 49 days) on objects, and which will remove itself from the object when there are no more active timers left. Currently used for tribal paint:
		js/server/timer/long_term_timers.js (3)
2022-10-20 23:15:25 +08:00
Xoduz
68e57b0756 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
Xoduz
f0323918fb Help Menu Revamp
Added JS-based help menu accessible via character paperdoll, with modernized style and UI, ability for players to change their password
Minor cleanup and addition of a few extra features to help menu, like a safe teleport option for players who are potentially stuck, updated server info details and integration with UOX3's existing GM paging system as support options (Xuri)
Added new JS functions to retrieve server data used for server stats in help menu:
	GetItemCount()				// Gets number of items on server
	GetMultiCount() 			// Gets number of multis on server
	GetCharacterCount()			// Gets number of characters on server
	GetServerVersionString() 	// Gets server version as a string
Added new UOX.INI settings to control safe teleport for stuck players via the Help menu in Paperdoll:
	MAXSAFETELEPORTSPERDAY=1 		// Max teleports per day, defaults to 1
	TELEPORTNEARESTSAFELOC=1 		// Teleport player to nearest safe location (1) or random safe location (0)
2022-02-26 07:26:47 +08:00
Malroth
b8f62341c5 Help Gump
This is the first step to replacing the old uox3 help menu
2022-01-22 00:09:14 -06:00
Xoduz
126222990a 15/01/2022 - Xuri
The 'make command will now strip clothes and hair/beard from characters that are turned into Counselors (dfndata/command/commands.dfn)
Adjusted default privileges for Admins, GMs and Counselors to not show skill titles in paperdoll (dfndata/command/commands.dfn)
Fixed incorrect section headers for base_bascinet and base_helmet (dfndata/items/gear/armor/base_armor.dfn)
Fixed incorrect ID in item definition for Sai weapon (dfndata/items/gear/weapons/fencing.dfn)
Fixed incorrect get tag value for a wand definition (dfndata/items/gear/weapons/wands.dfn)
Reduced the amount of townfolk, poorfolk and richfolk NPCs spawning in Britain (dfndata/spawn/spawn.dfn)
Fixed a bug with the Anatomy skill that allowed gaining skill from targeting self (js/skill/anatomy.js)
Fixed an issue with default NPC speech where a variable mySocket was not properly defined (js/npc/speech/speech_001.js)
Fixed an issue with the moongate JS script, which would not work reliably (js/item/moongate.js)
Added support for a new TITLE tag to the command privileges section of commands.dfn, to allow customizing the title added in front of a character's name when they become an Admin, GM or Counselor
Fixed a client crash caused by the admin welcome gump being too large!
Adjusted values of _ITERATOR_DEBUG_LEVEL and _HAS_ITERATOR_DEBUGGING in ConfigOS.h to better support debug mode in VS2022
Changed default value of NPCFLAGUPDATETIMER ini setting from 5 to 10 seconds
Changed default value of NPCMOVEMENTSPEED ini setting from 0.38 to 0.5
Changed default value of NPCRUNNINGSPEED ini setting from 0.2 to 0.3
Changed default value of NPCFLEEINGSPEED ini setting from 0.3 to 0.4
2022-01-15 11:33:28 +08:00
Xoduz
31a9e6b1e6 More updates to crafting system
Added new Item DFN tags:
	usesleft=# 	// The current amount of uses remaining for an item with limited use
	maxuses=# 	// The maximum amount of uses for an item with limted use
Added new JS Item properties to match DFN tags:
	.usesLeft
	.maxUses
Updated scripts to make use of .usesLeft property instead of custom "UsesLeft" tag
Updated DFNs to include usesleft and maxuses tags and uses_left_tooltip script for all tools with limited use
Crafting and gathering tools bought from NPC vendors will now support a random and limited amount of uses (between what is defined as "current" and "max" uses)
Crafting and gathering tools created by player crafters will support a limited amount of uses based on the quality of the item crafted
2022-01-01 07:58:45 +01:00
Xoduz
ce10584755 0.99.4z+++
Added new JS Item Methods to get/set the value (0-255) for specific parts (1-4) of temp variables ("more", "morex", "morey", "morez"):
	.GetMoreVar( moreVarName, moreVarPart )
	.SetMoreVar( moreVarName, moreVarPart, moreVarValue )
Updated Remove Trap script (js/skill/removetrap.js) to make use of GetMoreVar() and SetMoreVar methods
Updated inRange JS event to also trigger for Items with this event attached, when player characters come within update range. Updated syntax:
	inRange( srcItem, pCharInRange )
	inRange( srcChar, objInRange )
When UOX3 retrieves data from the onToolTip() JS event to potentially display custom object tooltips, it will use the ID specified in a temporary JS tag ("tooltipCliloc") on the object as the clilocID being sent to the client with the tooltip text returned from the script. If no such tag exists on the object, it defaults to cliloc ID 1042971.
Added new JS event that triggers _after_ an item has been removed from a container (no return values supported):
	onContRemoveItem( iCont, objRemoved, pChar )
The JS Function SpawnNPC() can now spawn NPCs from NPCLISTS if provided with a boolean parameter flag (useNpcList). Updated syntax:
	CChar SpawnNPC( npcSection/npclist, x, y, z, worldnumber, instanceID, useNpcList )
Added new JS Event to allow detection of movement near an object (items only, for now). Distance at which it triggers determined by part 1 of the item's MORE property. Use long ranges with care! Syntax:
	onMoveDetect( srcObj, pChar, rangeToChar, oldCharX, oldCharY )
Added new JS script (js/server/misc/dungeon_traps.js) for handling trap mechanics in (primarily) dungeons. The traps all trigger on collision, and use different parts of the "morez" property to determine enabled/disabled status, damage, min skill required to disarm, max skill at which player can still gain skill from disarming. Disarming renders trap inactive for 60 seconds. Implemented trap types:
	Spike Traps 		// Active for ~5 seconds after triggered, deals damage every 1 second.
	Giant Spike Trap 	// Active for ~1 second after triggered, deals high instant damage one time
	Saw Traps			// Active for ~5 seconds after triggered, deals damage every 1 second.
	Gas Traps			// Active for ~5 seconds after triggered, applies poison to target every 1 second
	Fire Column Trap 	// Active for ~5 seconds after triggered, deals damage every 1 second after initial delay of 1 second
	Stone Face Traps	// Active for ~3 seconds after triggered, deals damage every 1 second after initial delay of 1 second
	Mushroom Trap 		// Active for ~2 seconds after triggered, applies poison to target every 1 second after an initial delay of 1 second
Added dungeon traps to 'add menu, under Buildings > Decs > Dungeon Traps
Added new commands to make modifying IDs of items (and NPCs) easier:
	'incid #	// Increment/decrement ID of target by specified amount
	'rincid #	// Repeatedly increment/decrement ID of target/multiple targets by specified amount
Updated 'add and 'radd commands with new, optional syntax to make adding trees easier (potentially with GM tools/macros), as it will add both trunk and leaf at same location with a single command:
	'add tree [trunkID] [leafID]
	'radd tree [trunkID] [leafID]
Updated AreaCommand GM command to include support for setting the .decayable property on multiple items at once. Also updated the script with appropriate system messages throughout, which now also show how many items were affected by use of the command
Added new item script (js/item/gate_opener.js) that can be used to make switches/levers raise/lower multiple nearby gates. See script comments for details on setup
Updated various JS scripts that used GetSByte() to retrieve Z of last targeted location from Socket to manually add height of targeted tile for client version below 7.0.9 only
Fixed an issue where items created with 'decorate load command could be set as decayable
Fixed an issue where multiple timers could be running on a single door by manually opening and closing it repeatedly. Closing a door will now kill the associated timer on said door.
Fixed incorrect IDs for secret doors in Item DFNs (they were off by 1, so would not work properly)
Updated name of all secret doors in dfndata/items/building/doors.dfn to inherit name from tiledata instead
Added secret door IDs to dfndata/harditems/harditems.dfn
Item and NPC definitions can now make use of randomization for the ID tag, for more variety. Syntax:
	id=[id1] [id2] [etc] // Example: id=0x0e42 0x0e43
Fixed MORE values of "hard scripted" books in dfndata/items/misc/books.dfn
Added Ice and Fire dungeon locations (dfndata/location/location.dfn) and added these to the GM travel menu (dfndata/item/travelmenu.dfn/travelmenu.bulk.dfn)
Fixed body ID for ancient wyrm NPCs, which also fixes their name (dfndata/npc/dragons.dfn)
Added more pre-defined books to dfndata/misc/books.dfn (and dfndata/items/misc/books.dfn):
	Quest of the Virtues – Volume 1 	// [quest_of_the_virtues_vol1]
	Fropoz's Journal 					// [fropoz_journal]
	Translated Gargoyle Journal 		// [translated_gargoyle_journal]
	Kabur's Journal 					// [kaburs_journal]
Updated code for spawn containers to allow spawning more than one item per container; by default, a spawn container will now spawn every item from an itemlist if set as the spawnobjlist property for that spawn container. These itemlists can contain direct item references, references to other itemlists or even lootlists
Added 4 levels of dungeon treasure chests that can be placed out as spawn objects in dungeons, with items and valuables spawning inside on a regular interval. These can be found in dfndata/items/gmmenu/dungeon_treasure_spawners.dfn, with associated itemlists being found in dfndata/items/itemlists/itemlists.dfn (dungeontreasureloot1, dungeontreasureloot2, dungeontreasureloot3 and dungeontreasureloot4). They can also be located in the 'add menu under GM Menu > Dungeon Treasures
Added spawn regions for dungeon treasure chests in the following areas:
	Covetous, Deceit, Despise, Destard, Fire, Hythloth, Ice, Shame, Wrong, Yew Crypts, Daemon Temple, Trinsic Passage, Cove Orc Fort, Terathan Keep, Vesper Bank, Trinsic Bank
Updated Lockpicking skill to check for the existence of skill difficulty on locks, and use those to perform skill checks when attempting to pick those locks. Difficulty on a lock can be setup using the morey property using this syntax:
	morey=[0x00] [0x00/0x01] [0x##] [0x##] // the first part is unused, the second is used with Unlock spell, the third and fourth are the minimum skill to unlock and the max skill that can be gained from picking the lock
Updated Unlock spell to check for existence of morey property value on lock. If there's a value, and the second part of the value is not 0x01, Unlock cannot be used to unlock the lock. By default, dungeon treasure containers level 1 and 2 are unlockable with the Unlock spell, while levels 3 and 4 are not, and require Lockpicking skill to unlock.
Fixed an issue where player characters would "skip a step" when moving under certain circumstances (like coming out of hiding)
Added new decorations in default world templates for the following areas:
	Covetous, Deceit, Despise, Destard, Fire, Hythloth, Ice, Shame, Wrong, Hedge Maze, Wind (city), Terathan Keep, Orc Caves, Ilshenar facet, Ilshenar dungeons
Updated decorations in default world templates for the following areas:
	All cities in Britannia and the Lost Lands
Updated decorations in default world templates to address issues like missing water/swamp tiles, floor/roof tiles, etc. in various places
Added special behaviours in some areas:
	Lever puzzle in Covetous
	Monster-spawning brazier in Deceit
	Switch/portcullis behaviour in Hedge Maze
Updated teleport.scp with teleport locations for:
	Hedge maze, Hythloth lvl 2 teleport maze, Wrong dungeon, Buccaneer's Den to/from mainland, various Ilshenar teleport locations
Players flagged as criminals or non-innocent aggressors in PvP combat can no longer use public moongates
Pets will now teleport along with the player both when using moongates (public or spell-based), recall, object-based teleporters or hard-defined teleport locations from teleport.scp
2021-11-26 02:19:03 +08:00
Xoduz
efd8067820 0.99.4z++
Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!)
Fixed some issues that would crash decorate script when attempting to use event subcommands without event names
Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set
Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet
Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers.
Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type.
Uncommented the dresser house-addon from 'add menu, as it now works as intended
Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented.
Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead.
Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items
Removed kindling from the shoplist of Armourer vendors
Bananas are now edible
Bowyer shopkeepers will now restock more than 1 shaft and/or feather
Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour
Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in
Bowyer shopkeepers now sell fletching tools
Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill
NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum
Fixed item weight tooltip for pileable items appearing in vendor shoplists
Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack
Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale
Hairs and Beards no longer count towards the total item count showing for corpses
All leather containers are now dyable
Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles
Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons
Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but
GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled
A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground
Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00