mirror of
https://github.com/UOX3DevTeam/UOX3
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59 commits
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3c4b014d92 |
Guild-specific updates
- [ADD] Integrated FindGuildId( const CGuild* ) in guild relation functions for better JS mapping (Thanks to Xuri for the base implementation) - [ADD] Added new JS Function: - CreateNewGuild() // Returns the guild object for further setup - [ADD] Added new Guild JS Methods: .AddMember( targChar ), .AddRecruit( targChar ), .RemoveRecruit( targChar ), .RemoveMember( targChar ), .RecruitToMember( targChar ), .IsAtWar( targetGuild ), .IsAlly( targetGuild ), IsNeutral( targetGuild ) Added documentation entries for all new guild/character functions and methods - [ADD] New JS Event that triggers when GUILD button in paperdoll is pressed: - onGuildButton( mChar ) - [ADD] Added new Guild JS Property: .id (guild number) - [ADD] Added new Character JS Property: .guildNumber - [UPD] Updated Guild JS Methods and renamed them: - Renamed .NewMember( trgChar ) to .AddMember( trgChar ) - Renamed .NewRecruit( trgChar ) to .AddRecruit( trgChar ) - Renamed .GuildIsAtWar( targetGuild ) to .IsAtWar( targetGuild ) - Renamed .GuildIsAlly( targetGuild) to .IsAlly( targetGuild ) - Renamed .GuildIsNeutral( targetGuild ) to .IsNeutral( targetGuild ) - [UPD] Removed Character JS Method .CheckGuild(). Can be checked via .guild and/or .guildNumber properties - [UPD] 'get command can now be used to fetch guild information for characters. Example: 'get guild / 'get guildnumber - [UPD] Updated 'add item sectionID command to support optional amount. New syntax: 'add item sectionID amount - [FIX] Fixed an issue with 'wholist command where characters with serials in the millions would not show up in the list |
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a5e932309f
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Merge branch 'feature/GECKO20b12_2011022218_RELBRANCH' into Guild-Methods | ||
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81bb404972 | Merge from origin/develop | ||
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223c557e2c |
Couple of new JS events, crash fix
Added new JS Event that triggers when dismounting onDismount( pUser, npcMount ) Added four new JS Methods for Characters/Items: .PauseTempEffect( tempEffectID ) // pauses selected temp effect indefinitely until resumed/killed .ResumeTempEffect( tempEffectID ) // resumes selected temp effect, if paused, and extends original effect timer to account for paused time .PauseJSTimer( timerID, scriptID ) // pauses JS timer based on provided timerID and scriptID .ResumeJSTimer( timerID, scriptID ) // resumes JS timer based on provided timerID and scriptID Renamed previously added JS Method RevertEffect to RevertTempEffect (code change only, script was always the latter) Fixed issue that prevented 'xrun command from working (js/commands/targeting/xwalk.js) Fixed an exception related to loading in data from jails.wsc on startup Fixed an exception related to periodic check/release of prisoners from jail |
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6d91f9d7aa | Merge from origin/develop | ||
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124908e510
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Merge branch 'feature/GECKO20b12_2011022218_RELBRANCH' into Guild-Methods | ||
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7665b99769 | Merge from origin/develop | ||
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b129521c9e |
Wholist updated, menus to manage npcs and spawn objects, misc
Revamped 'wholist GM command entirely in JS, now comes with filters for names, online/offline status, sorting by name or last online date, quick-buttons to tweak/teleport/inspect, etc. Updated syntax: 'wholist [on] 'wholist off 'wholist force Also available under alias 'playeradmin, with the same parameters Added new JS command for GMs to assist managing NPCs, using updated wholist menu as basis: 'npcadmin Added new JS command for GMs to assist managing object-based Spawners, using updated wholist menu as basis: 'spawnadmin Exposed the following character properties to JS engine: .lastOn // String-formatted timestamp of last time character was oniline .lastOnSecs // Timestamp of last time character was online, expressed as seconds since Unix epoch Added some validation (and re-synching) of lastOn vs lastOnSecs player character properties - only active when running in debug mode Updated onBoatTurn JS Event to support a 4th parameter - a reference to the boat's tillerman: onBoatTurn( iBoat, oldDir, newDir, iTiller ) Added (missing from last commit) JS Method for boats to fetch tillerman reference: .GetTiller() Updated JS Docs with details about onBoatTurn JS event, .GetTiller() method and .lastOn/.lastOnSecs properties Added some console output with details about time taken for each regionspawn cycle Added some new tiledata override entries for some tiles (stairs/platforms) missing NoShoot flag in some older clients (dfndata/maps/tiles.dfn) |
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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) |
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a635915fa8 | Updates to guild exposing | ||
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8d13aeb316 |
New Methods and Functions
NewMember, NewRecruit, RemoveMember, RecruitToMember Functions IsAtWar IsAlly IsNeutral |
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b590324f15 | Compile smash. Fix up function decls, continue exposing RVAL/ARGV | ||
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e8a0812c63 | Start fixing up property limits. Start fixing up API changes | ||
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42b80a4633 |
Updated
Added ReverseEffect |
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cbf7777290 |
Added GetTempEffect
Get timer of specified temp effect for object, or 0 if it doesn't exist |
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8215d056f2 | Update UOXJSMethods.h | ||
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0518ee5310 |
ResourceCount
ResourceCount can be used for both characters and items. Updated documents for resourcecount and useresource to reflex what code shows. |
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f8700f6464 |
Added SetRandomColor
Applies a random color from specified colorlist to character or item |
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ad55969d4c | Move SetRandomName from Char to Base. Add NAMELIST tag support for items. Update JS function to allow SetRandomName for an item | ||
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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
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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)
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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
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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
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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) |
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dd873888bb
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Fix more compile warnings | ||
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285f06dbd2
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Fix compile warnings | ||
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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 |
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80a52e3a83 |
Misc changes
Added some missing DFN data for svvages Added missing spell scrolls to the MageShopping shoplist Added new property for Items and NPCs loaded from DFNs (also available as a JS object property): sectionID // Keeps track of the [sectionID] an item or NPC originated from Added support for getting/setting new sectionID property via 'get and 'set commands Exposed Character properties to JS engine: .fleeAt // Percentage health threshold for NPC fleeing in combat .reAttackAt // Percentage health threshold for NPC re-attacking in combat if fleeing Included missing code for HasScriptTrigger JS function Added new character timer (also available in JS engine) for time between each time a character plays an idle animation |
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f34fe48440 |
Added new JS methods for extended handling of JS timers
Added new JS Methods for Characters and Items, for getting/setting expiry time for a specific timer belonging to a specific script attached to an object, or to kill said timer completely: .GetJSTimer( timerID, scriptID ) .SetJSTimer( timerID, timeInMilliseconds, scriptID ) .KillJSTimer( timerID, scriptID ) Added new JS commands: 'getjstimer timerID,scriptID // Spits out remaining time before timer expires 'setjstimer timerID,timeInMilliseconds,scriptID // Updates expiry time for specified timer 'killjstimer timerID,scriptID // Kills specific timer completely Updated JS Docs with info on the new JS timer-related methods Updated dictionaries with new lines used by new JS timer-related commands |
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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) |
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85e33d8a46 |
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 |
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8148b8ccfb |
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 |
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7879af0e18 |
Updates to crafting PR
Consolidated all blacksmithing menus into one script Updated all the crafting scripts to reduce duplicate code Various fixes and updates to crafting-related processes Updated dictionaries with crafting-related entries Adjusted maxSkill for Carpentry entries Enabled Alchemy crafting entries for Explosion and Greater Explosion potions |
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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
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aa70ff95b3 |
Various fixes
Misc style cleanup and bugfixes (Xuri) Tweaked flour mill usage and animation setup to make it more resistant to breaking (Xuri) Added tooltip with uses remaining for pitchers of water and sacks of flour (Xuri) Randomized the type of bread created when baking dough (Xuri) Updated dictionaries with cooking-specific messages (Xuri) Finalized implementation of GetTempTag and SetTempTag (Xuri) |
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69a8c090cd |
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! |
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c9e4c29367 |
0.99.4v
Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0) |
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79447c5e09 |
Various changes
Fixed an issue with JS Function DeleteFile(), which would stop calling script from working if no file was found for deletion. Could break demolishing of houses, amongst other things Fixed an issue with DoSEErrorMessage() function that prevented JS function error messages from being displayed in UOX3 console if message size was below 512 Fixed a bug that allowed players to place items on the same slot of walls when using a client that doesn't automatically restrict this When dropping items, UOX3 will now look for a valid surface to drop them on, and move the item to said valid surface if applicable Fixed an issue with loading of MultiCollections.uop where max boundaries of each multi was not set on load, preventing features that relied on finding corners of building from working (like automatic ban location detection for houses) Added new function in mapstuff.cpp to check flags on dynamic items, and exposed it as a JS Function with same name and parameters: CheckDynamicFlag( SI16 x, SI16 y, SI08 oldz, UI08 worldNumber, UI16 instanceID, TileFlags toCheck ); Fixed an issue where items were not always properly added to/removed from map regions when picked up or dropped Added new helper function in dist.cpp to find 3D distance between two points: getDist3D( point a, point b ) Added JS Function - DistanceBetween() - to find distance between two sets of coordinates, or two objects: DistanceBetween( x1, y1, x2, y2 ) DistanceBetween( x1, y1, z1, x2, y2, z2 ) DistanceBetween( sourceObject, targObject ) DistanceBetween( sourceObject, targObject, checkZ ) Added Item JS Method - GetTileName() - to get name of an item directly from tiledata Added new UOX.INI setting that defines the lower limit for when a purchase will withdraw money from bank instead of backpack: BANKBUYTHRESHOLD=2000 Split the UOX.INI setting CONSOLELOG into three parts, to enable/disable different forms of logging: CONSOLELOG=1/0 // Toggles logging of console messages, warnings and errors NETWORKLOG=1/0 // Toggles logging of network traffic SPEECHLOG=1/0 // Toggles logging of player/staff speech |
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e1afe0fe65 |
0.99.4s
Updated Character JS Method .Follow() to allow optional null parameter to clear follow target for an NPC Added new Character JS Method .Dupe(), exposing code functionality to duplicate a character and returning the new character object to scripts. Example: var newChar = myChar.Dupe() Updated GM command 'dupe to work with characters as well as items The colour of blood effects for characters and creatures hit in combat can be defined in dfndata/race/races.dfn using the BLOODCOLOUR tag and a colour ID. If the value 0xffff is provided, the colour of the blood will be inherited from the character's colour, if any Moved splitting of NPCs in combat from hard code to JS (js/npc/ai/splitting_npcs.js). It relies on the onAttack JS event to trigger, but otherwise works identical to the previous hard-coded variant. The script has been assigned a default script ID of 3203 Added SCRIPT=3203 tag to [slime]/[jwilson] NPCs (dfndata/npc/miscmonsters.dfn) Added new race for slime-related creatures (RACE 24 in dfndata/race/races.dfn), with a BLOODCOLOUR tag set to 0xffff to let blood effects inherit the colour of each individual slime Updated RACE tag for [slime]/[jwilson] NPCs to use the new slime-race (dfndata/npc/miscmonsters.dfn) Fixed an issue where UOX3 would attempt to update health bar of training dummies not marked as damageable (js/item/trainingdummy.js) Added packet-hook script (js/server/network/0x7f_uogatewayServerPoll.js) to handle responses to server polling by shard lists like UOGateway, ShardPortal, etc. Removed old and outdated UOG response code from network.cpp, along with UOXMONITOR response (an old tool no longer found in the wild) Extended packet overloading to include packets received on first connection, to allow custom responses to things like UOG server poll and other early incoming packets Adjusted code that spawns blood effects when taking damage to only happen for damage values higher than 1% of max health, or 1 (whichever is higher) Adjusted code that prevents stamina regen from taking place if a character is thirsty to allow generating up to 25% of max stamina, to prevent characters from being unable to move due to thirst! Thirst system is now disabled by default, but can be enabled by setting the THIRSTRATE value in uox.ini to a value higher than zero. The value indicates the number of seconds between each time a character grows more thirsty. For hunger, this is set to 6000 seconds (100 min) by default. Responses to UOG/CUO server poll requests are now enabled in uox.ini by default |
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51bbdd61b2 |
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 |
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75fc56b0dd | NULL to nullptr | ||
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e63e0dac3e |
Various fixes
Added some error-checking to JS function AreaItemFunction() to avoid potential server crash Fixed an issue introduced in 0.99.4m, where objects being added to/moved to specific worlds or instances were still visible to players in other worlds/instances Fixed issue with loading SCPTRIG tag with value 65535 in older worldfiles, now treats these as if the value was 0 Updated JS Methods .AddCheckbox() and .AddRadio() to support specifying the gumpImageID to display when button is checked/selected. Updated syntaxes: .AddCheckbox( topHeight, topLeft, checkImage, defaultStatus, unk2 ) .AddCheckbox( topHeight, topLeft, checkImageOff, checkImageOn, defaultStatus, unk2 ) .AddRadio( topHeight, topLeft, radioImage, pressed, id ) .AddRadio( topHeight, topLeft, radioImageOff, radioImageOn, pressed, id ) Added new Socket JS Method to close a specific generic gump: .CloseGump( gumpID, buttonID ) // gumpID is normally equal to 0xffff + scripttrigger of script gump is created in, while buttonID is the buttonID response we want the client to send when gump closes Added new Gump JS Method to end a group of radio buttons started with AddGroup(): .EndGroup() // Ends previously started group element Re-enabled Gump JS Method MasterGump(), in case someone can use it for something .MasterGump( masterGumpID ) // Define master gump of gump? Added facet support for 'wipe and 'iwipe commands (js/commands/targeting/wipe.js). Updated syntax: 'wipe/iwipe Brings up target cursors. Wipes all objects in area between target locations, on same facet as user 'wipe/iwipe x1 y1 x2 y2 Wipes all objects in specified area, on same facet as user 'wipe [objType] [facet] Wipes all objects of specified type. If facet is specified, wipes only on that facet. objTypes: items, multis, boats, npcs, spawners or all 'wipe all Wipes ALL objects, on ALL facets, regardless of object type 'wipe all force Wipes ALL objects, on ALL facets, regardless of object type and whether wipeable flag is set |
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343ee8b293 |
First iteration of support for damageable items/multis
Removed RemoveFromSight() from CItem::Update() in cItem.cpp, to address flickering issues with animated items, and for smoother updates of items on boats when sailing. Added new flag in CBaseObject - damageable - which determines if an Item or Multi should be considered a damageable object. Added new DFN tag for Items and Multis to mark objects as damageable objects DAMAGEABLE=0/1 // If enabled, allows client to display healthbar for object, using object's hp/maxhp values as basis. Note that any changes to a damageable object's health will not be reflected in the client until a stat update has been sent. Added new JS Property for Items and Multis and Characters to get/set an object's damageable flag .isDamageable // 1 or 0 Added new JS Method for Items, Multis and Characters to force an update of the object's health bar to nearby players: .UpdateStats( statType ) // statType can be 0 (Health, only one that works for items), 1 (Mana) or 2 (Stamina) Updated DFN entries for training dummies (dfndata/items/houseaddons/house_addons.dfn) to include DAMAGEABLE=1 and HP=100 tags, and also updated script for training dummies (js/item/trainingdummy.js) with some extra features for dummies marked as damageable: Show damage numbers over the training dummy when hit Update health of training dummy based on damage received when hit Restore health of training dummy to max after 4 seconds of inactivity Updated 'fullstats and 'heal commands (js/commands/targeting/stats.js) to support restoring the health of a damageable object Updated 'get (js/commands/targeting/get.js) and 'set (js/commands/targeting/set.js) commands to support getting and setting the damageable flag on objects Updated updateStats() in uox3.cpp to work with CBaseObject instead of CChar Updated statwindow() in CSocket.cpp to work with CBaseObject instead of CChar Updated CPUpdateStat in CPacketSend.cpp to work with CBaseObject instead of CChar, to support sending packet 0xA1 to client for Items/Multis Updated CPStatWindow in CPacketSend.cpp to work with CBaseObject instead of CChar, to support sending packet 0x11 to client for Items/Multis Fixed an issue with outgoing packet 0x11 where a character's current HP might sometimes incorrectly be displayed as zero Updated CPNewObjectInfo in CPacketSend.cpp to send object information packet 0xF3 to client with datatype set to 0x03 for Items/Multis marked as damageable objects, to enable the client's ability to display health-bars for these items. Fixed an issue with JS Method for Items - .Refresh() - which previously did nothing, but now instead sends an update of item to all sockets in range |
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48c8799560 |
Some updates to handling of TWEAK and CSTATS commands
Removed all traces of SETSCPTRIG and TWEAK commands from source. These commands are now entirely handled in JS.
Stats and Tweak buttons in list of online characters ('WHOLIST) will now execute the CSTATS or TWEAK command respectively, with target automatically set to character being viewed in list
Fixed an issue with TWEAK command where items equipped on a character's paperdoll could not be targeted
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2265f52202 |
Minor JS revamp - multiple scripts per object!
Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all) |
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8c2c1de962 |
0.99.4d
Added new option in UOX.INI under [settings] section:
MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default.
Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above!
Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType()
Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar
Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters
Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected.
Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set
Guild titles are now removed for players who leave their guilds
Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info)
Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID
Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn
Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax:
GET=parent1 parent2 parent3 (etc)
Fixed an issue where NPC backpacks would not have the max item capacity set properly
Added new properties for CItem objects (also exposed as JS Item Properties):
maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting)
baseRange // base distance throwing weapons (when implemented) can be used at
Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE:
MAXRANGE=# // Specifies max range of ranged weapon
Added support for new Item/NPC DFN tags to support randomizing elemental resistances:
RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value
RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value
RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value
RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value
Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races
ALLOWEQUIPLIST=#
BANEQUIPLIST=#
Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races.
Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects
ScriptSections are now reapplied for items bought by players from NPC vendors
Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground
Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor
Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property
Fixed house commands triggering (useless) targeting cursors for players onboard boats
Changed default statcap in UOX.INI from 325 to 225
Fixed a out-of-range error for players attempting to combine ore inside their own backpack
Fixed various issues with distance checks and container checks when using/target objects
Added optional 4th "hue" parameter to AddGump JS method
Added JS Function to get total amount of accounts on server - GetAccountCount()
Added JS Function to get total amount of players online - GetPlayerCount()
onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters
Added some JS Functions to expose some hard-coded constants to JS scripts:
BASEITEMSERIAL() // Base item serial
INVALIDSERIAL() // Invalid serial
INVALIDID() // Invalid ID
INVALIDCOLOUR() // Invalid colour
Fixed an issue where JS character property .colour would modify origSkin property instead of colour
Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title
Character JS property .poison can now also be used to set a character's poisoned level, not just read it
Exposed Item property to JS engine:
.ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y.
.def // defensive value of item (Physical resistance post-AoS, AR in older UO)
// NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired
.resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0%
.resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0%
.resistLight // Light resistance of item 0-1000, where 1000 equals 100.0%
.resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0%
.resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0%
.resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0%
.resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0%
.damageHeat // Weapon deals Heat/Fire elemental damage (true/false)
.damageCold // Weapon deals Cold elemental damage (true/false)
.damageLight // Weapon deals Light elemental damage (true/false)
.damageLightning // Weapon deals Lightning elemental damage (true/false)
.damagePoison // Weapon deals Poison elemental damage (true/false)
.damageRain // Weapon deals Rain/Water elemental damage (true/false)
.damageSnow // Weapon deals Snow/Ice elemental damage (true/false)
Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default)
Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself
JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values.
JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works)
Fixed issue where JS properties for multis didn't always return correct values
The 'set command can now be used to set the armour class of items ('set ac #)
Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground)
Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service.
Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items:
'add static itemID
'tile static itemID
Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue:
/js/commands/targeting/add.js:
'add itemID rndValue
cmdtable.cpp and targeting.cpp:
'tile itemID rndValue
'tile itemID x1 x2 y1 y2 z rndValue
Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove
Added 'props as an alias for the 'tweak command
Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js)
Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js)
Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js)
Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command
Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js)
Updated check for cancelling of target cursor in various JS scripts
Minor updates to various JS scripts
Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied
Updated all NPC definitions to let NPCs spawn facing in random directions
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d7ac5c3218 |
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
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fc5e0f18e8 |
Exposed various map and statics related functions to JS engine
Updated JS item properties MORE, MOREX, MOREY, MOREZ and SERIAL, and character property SERIAL, to pass values to JS scripts using JS_NewNumberValue() instead of INT_TO_JSVAL if the property value cannot fit inside JSVAL (checked with INT_FITS_IN_JSVAL) Added support in CResponse.cpp for client trigger word for securing containers in houses - TW_HOUSESECURE Updated CMulHandler::CheckStaticFlag() to match with statics that cover/extend across the specified Z coordinate, not just ones that have the same base Z level Updated CMulHandler::DoesMapBlock() to not deem map tiles as blocking if they are more than 16 Z (height of a character) higher than the specified Z coordinate to check Exposed method for finding corners of a multi to JS engine: .GetMultiCorner( cornerID ) - Gets coordinates for specified corner of multi (0 = NW, 1 = NE, 2 = SW, 3 = SE) Exposed various functions related to map, statics and multis to JS engine: CalcMultiFromSer( serial ) - Find a multi from a provided serial GetMapElevation( x, y, z, world) - Returns the map elevation at specified coordinates IsInBuilding( x, y, z, world, instance, checkHeight ) - Returns true if the specified location is inside a static building (underneath static items), or if player is inside a multi. If the checkHeight argument is true, player is only deemed inside a multi if there are multi-items above the player's head. If player is in a courtyard/on a rooftop, they will be deemed to be NOT in the building. checkHeight is not used for the static part of the function. CheckStaticFlag( x, y, z, world, tileFlagID ) - Checks to see if any statics at given coordinates has specified tile flag DoesStaticBlock( x, y, z, world, checkWater ) - Checks if statics at/above given location blocks characters DoesDynamicBlock( x, y, z, world, instance, checkWater, waterWalk ) - Checks if dynamics at/above given location blocks characters DoesMapBlock( x, y, z, world, checkWater, waterWalk ) - Checks if map tile at/above given location blocks characters |
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166d3b0119 |
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>
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93f306ca48 |
Improvements to UOP handling, misc fixes
Improvements to handling of UOP format; now takes a cleaner approach, loads files faster (punt) Fixed a issue in JS/COMMANDS/TARGETING/add.js that would display 'undefined' in system message when adding raw/base items Updated default jail time in JS/COMMANDS/TARGETING/jail.js (and in code) from 100000 seconds to 86400 seconds (24 hours) All references in code and scripts to "midi" changed to "music", to reflect fact that modern clients don't actually even have midi files. This change covers both GM commands, DFN tags in regions.dfn and JS methods/properties. Added new socket property for storing temporary int in JS - tempInt2 Added new socket property for storing temporary object in JS - tempObj2 Expanded XGO command in JS/COMMANDS/TARGETING/x.js to support optional world and instance parameters Fixed an issue that prevented characters from vanishing from the the sight of players when teleporting to a different instance Added support for ClassicUO client's WorldMap tracking packet (0xf0) for guildmembers/partymembers. This is the same packet as Razor uses for feature negotiation, so merged the handling of those two packets together into CPIKrriosClientSpecial, which can also be extended to handle other uses of this packet. Added new UOX.INI setting whether shard should respond to ClassicUO client's WorldMap tracking packets for guildmembers/partymembers CLASSICUOMAPTRACKER=0 |