- [FIX] Fixed Guests was not showing correctly on the housesign counts
- [ADD] Added AddVendor and RemoveVendor to the js methods so we could fix the issue where the player vendors was not being registered to the house when placed, I also added the changes to rmeove.js house.js housecommands.js and playervendordeed.js
- [FIX] Fixed issue where characters could go missing from co-owner lists, friends lists, guest lists or ban lists in player houses, if those characters were loaded after the house itself
- [FIX] Fixed an issue that prevented locking down of stacked items in player houses when those items were directly beneath a door on the next floor up
- [FIX] Fixed magicsummons had two races by mistake
- [FIX] Fixed Was missing validating pChar and missing some socket null checks also fixed ourObj should of been corpseKiller
- [FIX] Fixed teleporter.js had pChar when should of been pUser
- [FIX] Fixed Stealing had wrong script id and missing socket null check
- [FIX] facetruleset was misisng socket null check.
- [UPD] Updated FindItem() and FindItemBySection() JS Functions to also find items that are within +/- 5 Z of target location; Z no longer acts as an absolute condition
Added back in the dictionary entries for Dawn's Music Box, which somehow got lost in the first submission
Moved several Event Manager object properties from script to DFN
Added in typedef comments for functions in event manager script
Added in missing code to properly trigger onScriptLoad after script reloads
- [ADD] Added new JS Event that runs once for all scripts after shard has fully started up:
- onScriptLoad()
- [ADD] Added new JS Event that runs for all instances of scripts attached to objects after shard has fully started up:
- onStart( myObj ) // myObj can be a Character, Item or TownRegion
- [ADD] Added new JS Function to find nearest item with a specific section ID at a given location:
- FindItemBySection( x, y, z, world, sectionId, [instanceId] )
- [ADD] Added new Event Manager system that initializes on shard startup, which listens to event registrations from other scripts and schedules these events to be run once, a number of times with an interval, or recurring on specific day(s)/time of the week. See UOX3 documentation for full details. System can be enabled or disabled via a new setting in uox.ini:
- EVENTMANAGERSYSTEM=0/1 // Defaults to enabled
- [ADD] Added a global JS constant to detect in scripts whether UOX3 runs in debug mode:
- UOX_DEBUG_MODE // Ex: if( UOX_DEBUG_MODE )
- [FIX] Fixed an incorrectly named socket variable in js/item/potion.js
- [FIX] Fixed House decay timers to kill on door refresh, grandfathered enabled ect.
- [FIX] Raced.dfn had bad id in Gargoyle Armor/Weapons and removed an extra comma.
- [FIX] Fixed missing/duplicate/inconsistent entries in dictionary files
- [FIX] Fixed a socket validation in js/item/magic_armor_equipeffects.js
- [FIX] Fixed some incorrect dictionary IDs in js/server/resource/pitchers.js
- [UPD] Minor cosmetic cleanup of a couple of script and source files