Cleaned up an issue with last commit where wrong npclists were used in some spawn regions
Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven
Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting)
Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn)
Fixed an issue where the displayed HP of an equipped item would not update correctly
Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting
Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles:
onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile
onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile
Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b )
GetApproxDist( CBaseObject *a, CBaseObject *b )
Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters.
Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin:
ADMIN - command level 10
GM - command level 9
SEER - command level 7
CNS - command level 4
PLAYER - command level 0
Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges.
Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js)
Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world
UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168
Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js)
Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds.
Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js)
Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent
Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn)
Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn)
Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax:
ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL
Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag:
GET=# // Inherit a specified spawn region
Added spawn region for animal trainer vendor in Vesper stable
Added spawn region for fur trader/tanner vendors in The Best Hides of Britain
Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain
Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area)
Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae
Added spawn regions for stables, tailor and blacksmith inside Castle British
Added spawn regions for mage shops, mage guilds and farm houses in Moonglow
Added spawn regions for misc vendors and townfolk in multiple cities
Added spawn regions for Fire Island
Updated spawn regions for Dagger Isle/Ice Island
Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands
Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain
Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands
Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file
Added reagent spawns in overworld spawn regions in Britannia/Lost Lands
Added special reagent spawns in swamp areas
Added additional overworld spawn regions in Britannia/Lost Lands
Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs:
Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches
New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower
Updated size and positions of some existing overworld spawn regions
Fixed incorrect spawn region size for small island south of Trinsic
Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js)
Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js)
Added teleport locations within Khaldun dungeon (js/teleport.scp)
Added custom AIs to existing NPC spawning in Khaldun dungeon:
Ancient Lich (summons other undead, and can turn into one of them for disguise)
Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs:
[tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal)
[shadowfiend] -> Shadowfiends (seek out and reveal hidden players)
[zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants)
[cursed] -> Cursed (male/female variants)
[spectralarmor] -> Spectral Armor
Added DFN entries for new (named) NPCs spawning in Khaldun dungeon:
[lysander_gathenwale] -> Lysander Gathenwale
[grimmoch_drummel] -> Grimmoch Drummel
[morg_bergen] -> Morg Bergen
[tavara_sewel] -> Tavara Sewel
Added new NPC DFN entries:
[leatherworker] -> alias for male/female leatherworker vendors
[mapmaker] -> alias for male/female mapmaker vendors
Added new Race DFN entries:
[RACE 29] -> Cursed (enemies of RACE 30)
[RACE 30] -> Zealots (enemies of RACE 29)
Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn)
Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy
Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon
Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js)
Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used
Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js)
All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs.
The 'regspawn GM command now supports a new parameter called "max". Updated command syntax:
'regspawn # // perform a single respawn cycle in a specific spawn region
'regspawn all // perform a single respawn cycle across all spawn regions
'regspawn max // respawn ALL spawn regions to MAX capacity in one go
Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs):
MAXNPCAGGRORANGE=10
Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range.
Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event
Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character:
HIDEFAMEKARMATITLE (0x10000)
NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range
Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js)
Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!)
Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!)
Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number
onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat
Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value
Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*)
Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands
cabbages (js/server/resource/cabbages.js)
canteloupes (js/server/resource/canteloupes.js)
carrots (js/server/resource/carrots.js)
garlic (js/server/resource/garlic.js)
gourds (js/server/resource/gourds.js)
honeydew melons (js/server/resource/honeydewmelon.js)
onions (js/server/resource/onions.js)
pumpkins (js/server/resource/pumpkins.js)
squashes (js/server/resource/squashes.js)
turnips (js/server/resource/turnips.js)
watermelons (js/server/resource/watermelon.js)
Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location
Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn)
Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn)
Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers
Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these
Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self
Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character
Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!)
Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js)
Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js)
Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain
Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off.
Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap")
Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel
Fixed a server crash related to attempts at reading data from invalid map tiles
Fixed misc edge-case-issues with handling of timestamps via GetCurrentClock() in various scripts, especially those stored in custom object tags. In cases of timestamps supposed to persist for a long time (and across server restarts), this is now handled via Date.now() instead.
Updated changelog :)
Updated Ball of pet Summoning to use GetCurrentClock() instead of a timer for delay.
fixed misspelled socket
Added Item refresh So stats update correctly on use.
Fixed teleport_helper.js had wrong inrange object.
Added Features:
Implemented Travel Restriction (js file): Introduced a new JavaScript file to manage travel restrictions within the game. This feature ensures that players adhere to specific limitations when moving between regions.
Reagent Check (js file): Added a JavaScript file to perform reagent checks during gameplay. This functionality enhances the game's mechanics by validating the availability and correct usage of reagents for specific actions.
Check Teleport (js file): Introduced a JavaScript file responsible for validating teleportation mechanics. This addition ensures that teleportation features operate smoothly and efficiently within the game environment.
Updated Dictionaries: Enhanced game dictionaries to improve data accuracy and provide a more seamless gaming experience. The updates include refined descriptions, optimized search functionalities, and improved data retrieval.
Acknowledgments:
Extended thanks to Xuri: Gratitude expressed to Xuri for contributions to the core C++ functionality. Specifically, Xuri's work on the core for GetRegionXY has significantly improved the overall performance and reliability of the game.
Bug Fixes:
[If applicable] Fixed Magic Weapons Damage Calculation (js Magic_Items): Resolved an issue where the damage calculation for Magic Weapons was not set correctly during generation. This fix ensures that Magic Weapons now accurately calculate damage based on the specified settings.
These changes aim to enhance the overall gaming experience, improve system functionalities, and address any existing issues reported by the community.
Added dummy context restore function to additional scripts
Updated 'go command to support specifying location to teleport to by name, mapped to locations from locations.dfn (Thanks Dragon Slayer!)
Updated Smart Turn script for furniture (js/server/misc/furniture_smartturn.js) with more optimized code (Humility)
Fixed latitude/longitude output of GetMapCoordinates helper function (js/server/data/map_coordinates.js), and updated scripts that relied on it
Fixed an issue where trying to craft fletching tools would produce hatchets instead (js/skill/craft/fletching.js)
Updated js/item/bankcheck.js to display value of checks using onTooltip JS Event, or onNameRequest JS Event if tooltips are disabled
Fixed a couple of DFN formatting issues (thanks, punt)
Fixed an issue where blank deeds (and bank checks) would be pileable if dropped on the same container (dfndata/items/tools/inscription.dfn)
Added dedicated [bankcheck] DFN item (dfndata/items/misc/money.dfn)
Updated Banker AI script (js/npc/ai/banker.js) to use dedicated [bankcheck] item instead of blank deeds as base for bank checks, and to have banker NPCs pause and turn towards player when talked to
Fixed an issue with script for Healing/Veterinary (js/skill/healing.js) which incorrectly used Anatomy as supplementary skill for Veterinary instead of Animal Lore, and which checked dex of wrong character when calculating healing slips
Added two missing tile flags to tileflag enum that threw order of such flags added with HS expansion out of order (thanks, punt)
Fixed an issue with travel-commands in GM menu which handled travelling between facets incorrectly
Added region spawners for dungeons, towns and overworld in Ilshenar facet
Enabled Trammel and Ilshenar facet decorations/spawns by default in admin welcome script (js/server/misc/admin_welcome.js)
Reworked portions of admin welcome gump to display optional "addon" decorations per facet, which might be client/era-specific (js/server/misc/admin_welcome.js)
Added new NPCs to dfndata/npc/femalehuman.dfn: f_executioner, f_chaosdragoon, f_chaosdragoonelite, f_gypsybanker
Added new NPCs to dfndata/npc/femalevendors.dfn: f_gypsymaiden, f_gypsyanimaltrainer, f_gypsyfortuneteller, f_vagabond, f_ironworker
Added new NPCs to dfndata/npc/malehuman.dfn: m_executioner, m_chaosdragoon, m_chaosdragoonelite, m_gypsybanker
Added new NPCs to dfndata/npc/malevendors.dfn: m_gypsyanimaltrainer, m_vagabond, m_ironworker
Added new NPC to dfndata/npc/miscmonsters.dfn: darkwisp
Added new NPC to dfndata/npc/undead.dfn: ancientlich
Added new Item DFNs for "camps" that when spawned will create a camp with specific decorations ([ilsh_orc_camp], [ilsh_healer_camp], [ilsh_mage_camp], [ilsh_banker_camp])
Added scripts for camps (js/item/camps/ilsh_banker_camp.js, js/item/camps/ilsh_healer_camp.js, js/item/camps/ilsh_mage_camp.js, js/item/camps/ilsh_orc_camp.js)
Added new colorlist to dfndata/colors/colors.dfn: [RANDOMCOLOR 33] (Bright Primary Colors)
Fixed an issue with gargish cloth chest DFN which prevented LBR version from working properly (dfndata/items/gear/armor/gargish_armor/gargish_cloth.dfn)
Added a bunch of new NPCLISTS in various npclist DFN files to support regional spawns in Ilshenar
Added missing BACKPACK tag to [golem] NPC DFN (dfndata/npc/clockwork.dfn)
Fixed misspelled section header for Fire Elemental NPC - from firele to fireele (dfndata/npc/elementals.dfn)
Murderous brigand NPCs are no longer willing to teach players skills (dfndata/npc/femalehuman.dfn, dfndata/npc/malehuman.dfn)
Corrected coordinates of Rock Dungeon region (dfndata/regions/regions.dfn)
Added regions for Sea Market (Felucca/Trammel), Blackthorn Dungeon (Felucca/Trammel) and Lakeshire (Ilshenar) (dfndata/regions/regions.dfn)
Fixed an issue with 'radditem and 'raddspawner GM commands which would not correctly set the Z of the added item/spawner to match target location (js/commands/custom/repeatingcmds.js)
Added two new repeating commands (js/commands/custom/repeatingcmds.js):
'rmovable # // Repeats bringing up targeting cursor to set movable property on multiple objects
'rnodecay // Repeats bringing up targeting cursor to set decayable property to false on multiple objects
Added new areacommand (js/commands/targeting/areacommand.js):
'areacommand name [string] // Sets name of all objects within targeted area to [string]
Updated 'decorate command script to better handle flags passed in via admin welcome script for things like facet addons (js/commands/decorate.js)
Updated fire breath script (js/npc/special/fire_breath.js) to get fire breath info per NPC based on their sectionID rather than their base body ID
Updated facet ruleset script (js/server/misc/facetRuleset.js) with an override for GMs trying to snoop players even in places where snooping is disallowed
Updated facet ruleset script (js/server/misc/facetRuleset.js) to allow damage that's not coming from a player/NPC source even in Trammel/Ilshenar
Added teleport locations for entering/leaving Blackthorn Dungeon in Felucca/Trammel (js/teleport.scp)
Updated 'remove and 'rremove commands to release any targeted objects from potential multis they are locked in to properly update lockdown count (js/commands/targeting/remove.js, js/commands/custom/repeatingcmds.js)
Updated felucca/ilshenar world templates with decorations (js/jsdata/worldtemplates/felucca_*/ilshenar_*)
Added world templates with decorations for Trammel (js/jsdata/worldtemplates/trammel_*)
Added DFN entry for Power Generators, and spawn entries for these in Ilshenar (dfndata/item/puzzles/puzzles.dfn, dfndata/spawn/ilshenar/spawn_ilshenar_world_general.dfn)
Added script for Power Generators, which initializes random puzzles on creation and rewards player with diamonds/arcane gems/shadow iron ore when solved, or lightning when failing to solve (js/item/power_generator.js)
Added support for overriding newbie-state of items added to players via dfndata/newbie/newbie.dfn. Supported syntax:
PACKITEM=sectionID[, amount[, newbieFlag]] // To use newbieFlag with PACKITEM, amount must also be specified. Flag can be 0/1
EQUIPITEM=sectionID[, itemHue[, newbieFlag] // To use newbieFlag with EQUIPITEM, itemHue must also be specified. Flag can be 0/1
Casting the Earthquake spell will no longer affect the caster, or cause them to become criminal when cast out of town with no impacted targets
Fixed a bug where caster would remain frozen after finishing casting targetless spells like Earthquake
Fixed a bug where caster would remain frozen if spellcast was cancelled half-ways through by picking up or equipping an item
Fixed a bug where caster would remain frozen if spellcast was interrupted by losing concentration from taking melee damage in combat
Fixed a bug where a paralyzed player would remain frozen even if taking magic or poison damage, which releases them from paralyzis
Fixed a bug where target of Paralyze spell would not visually be shown as frozen in target's client
Fixed a bug where a caster frozen while casting a spell could become unfrozen mid-cast because of incoming magic damage
Address overflow issue in MultiMul.cpp (punt)
Address various cast issues (punt)
Corrected jscript project, to not include two files that where for stand alone programs (and resulted in main being added twice in the library (and once was incorrect all ready). (punt)
Replaced RoundNumber with std::round (punt)
The original physical appearance of characters targeted by 'make admin/gm/cns is now kept track of, and restored upon being targeted by 'make player
Fixed an issue where the .HasSpell JS Method was off by 1 when looking for specific spells in player's spellbook, due to 0-based array indexing in code vs 1-based indexing for Spells in DFNs
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
Fixed an issue with the Clumsy spell script (js/magic/clumsy.js) where an attempt could be made to send a system message to the non-existent sockets of NPCs casting the spell
Fixed an issue where [golem] NPCs were trying to GET crafted_golem instead of craftedgolem (dfndata/npc/clockwork.dfn)
Fixed an issue where [golem] and [craftedgolem] NPCs were setup to use colossal blow special ability, but ability script didn't allow for it (js/ai/special/colossal_blow.js)
Removed some debug messages from gate opener script (js/item/gate_opener.js)
Added some comments to musiclists in regions.dfn, and added a few missing music entries to a few regions (dfndata/regions/regions.dfn)
Added function _restorecontext_() {} to another bunch of scripts:
js/npc/ai/monster/ethereal_warrior.js
js/commands/zerokills.js
js/commands/killall.js
js/commands/fixcont.js
js/commands/delid.js
js/commands/cleanup.js
js/commands/areacommand.js
js/item/guildstone.js
js/item/gate_opener.js
js/item/bedroll.js
js/item/potion.js
js/item/kindling.js
js/item/doors.js
js/item/dungeons/switch_puzzle_covetous.js
js/skill/peacemaking.js
js/skill/detecthidden.js
js/skill/craft/cooking.js
js/skill/craft/blacksmithing.js
js/skill/cooking/wheat.js
js/skill/cooking/flourmill.js
js/npc/ai/pack_ai.js
js/npc/ai/monster/savage_shaman.js
js/npc/ai/monster/orc_chopper.js
js/npc/ai/monster/orc_brute.js
js/npc/ai/exodus_clockwork.js
js/npc/special/life_drain_aura.js
js/npc/special/dull_copper_elemental.js
js/npc/special/damage_aura.js
js/npc/speech/speech_monster.js
js/server/misc/dungeon_trap.js
js/server/house/playerVendorDeed.js
js/server/house/houseCommands.js
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)
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
Fixed an issue where player backpacks did not have a max weight set, which could cause issues for scripts that relied on checking max weight of backpack to work
Added new UOX.INI settings to let shard admins control the maximum weight that player backpacks and bankboxes can hold:
MAXPLAYERPACKWEIGHT=40000 // 400.00 stones by default
MAXPLAYERBANKWEIGHT=160000 // 1600.00 stones by default
Fixed an issue where spells setup in JS did not correctly consume reagents when cast (thanks Azzerhoden Razeri!)
Fixed a bug where casting spells would sometimes leave the player in a "frozen" state client-side
Fixed a bug where RECALL=1 was missing from town of Vesper in regions.dfn
Fixed an issue where runebooks did not keep correct count of runes added/dropped (Azzerhoden Razeri, Dragon Slayer
Fixed an issue where the runebook script would crash because of a misspelled object variable (Azzerhoden Razeri)
Fixed a bug where adding or removing friends for a pet would not properly inform the involved players
Traps in dungeons will now only trigger for player characters, and will ignore all NPCs
Fixed an issue with archery butte script (js/item/archerybutte.js) where chance of hitting a bullseye was not calculated correctly
Fixed reagent requirements for inscribing Explosion spell (thanks Azzerhoden Razeri!)
Removed redundant VALUE tags from JewlerShopping shoplist (thanks Azzerhoden Razeri!)
Added NPC definitions for savage shaman, savage warrior (male and female) and savage rider in dfndata/npc/savages.dfn.
Added special AI scripts for savages and savage shamans, to handle their special abilities
Added tribal paint consumable item (dfndata/items/misc/consumables.dfn)
Added ability to cook tribal paint via flour and tribal berries (js/skill/cooking/flour.js)
Added some helper scripts for magic:
js/magic/helper/check_resist.js (6000) // Test target's resist versus caster and spell circle
js/magic/helper/calc_final_spell_damage.js (6001) // Calculate spell damage from provided base damage
Added a timer-related script that can be used to keep track of long-term timers (up to 49 days) on objects, and which will remove itself from the object when there are no more active timers left. Currently used for tribal paint:
js/server/timer/long_term_timers.js (3)
Added new INI settings:
SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1
SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0
SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1
CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop
SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1
SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1
Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one.
Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL
Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL
Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting:
CORESHARDERA=pub15
Defines the "core" era of the shard. Defaults to pub15 (Publish 15).
any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15
uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting
pub15 or earlier - final combat damage value reduced by half
ARMORCALCULATION=core
Defines era to base armor calculations on
pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating
aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats
STRENGTHDAMAGEBONUS=core
Defines era to base strength damage bonus on
uor or earlier - 20% damage bonus based on strength, capped at 200 strength
td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus
TACTICSDAMAGEBONUS=core
Defines era to base tactics damage bonus on
pub15 or earlier - bonus = Tactics skill + 50
aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below
ANATOMYDAMAGEBONUS=core
Defines era to base anatomy damage bonus on
uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players
td or later - 30% damage bonus at GM anatomy, up to 20% below GM
ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM
LUMBERJACKDAMAGEBONUS=core
Defines era to base lumberjacking damage bonus on
uor or earlier - 35% damage bonus at GM skill, up to 25% below GM
td or later - 30% damage bonus at GM skill, up to 20% below GM
hs or later - 10% chance of 100% damage bonus
RACIALDAMAGEBONUS=core
Defines era to base racial damage bonus on
sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost
DAMAGEBONUSCAP=core
Defines era to base damage bonus cap on
pub15 or earlier - No cap on damage bonus multiplier
aos or later - Total damage bonus multiplier capped at 300% higher than base damage
SHIELDPARRY=core
Defines era to base shield parry calculations on
t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery
uor to pub15 - higher AR equals lower block chance, but more damage absorbed.
aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier
WEAPONPARRY=core
Defines era to base weapon parry calculations on
aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying
ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace
WRESTLINGPARRY=core
Defines era to base wrestling parry calculations on
tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack
COMBATHITCHANCE=core
Defines era to base combat hit chance calculations on
t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit
uor to pub15 - Additional bonus hit chance for archery
aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit
Supported era values:
t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA)
Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting:
GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age
GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn
GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance
GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge
GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15
GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows
GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire
GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy
GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss
GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
Fixed an issue where NPC spellcasters would damage/kill themselves by attempting to cast Mind Blast at their target. Now they'll only cast this if they're actually smarter than their target
Fixed an issue where NPC spellcasters would damage and kill members of their own species/ai/race via AoE spells
Fixed an issue where the max spellcast range defined in UOX.INI was off for NPCs by 1 tile
Added spoken words of power for spells cast by human NPCs
Fixed a bug where spell effects would get stuck on caster if they cast a spell with a moving effect at themselves