- [ADD] Added build/run support for Visual Studio Code editor through some dedicated workspace files:
- make\VSCode\uox3_cmake.code-workspace // Relies on cmake and make\CMakeLists.txt for project configuration
- make\VSCode\uox3_msbuild.code-workspace // Relies on msbuild and make\VS2022\uox3.sln for project configuration
- [FIX] Fixed an issue where animal trainer shoplist was referring to an incorrect sectionID for desert ostards
- [FIX] Restored support for VS2017
- [UPD] Updated VS solutions/projects to once again build and link Spidermonkey using a static library instead of producing a DLL
- [UPD] Turned console warning about string properties into a log-action that writes directly to warning.log instead
Bumped up version number
Added workflow file (github-releases-to-discord.yml) that will publish UOX3 GitHub releases to Discord
Updated UOX3Build.yml workflow file to ignore pushes with "-release" version tags
Updated CMakeLists.txt to include installation rules for creating release packages
Updated readme.md with some up-to-date details and fix for broken build-status badges
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
Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races
Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration:
HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era
STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second
MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second
...also available as JS Properties:
.healthRegenBonus
.staminaRegenBonus
.manaRegenBonus
Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana
Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles.
Added new UOX.INI settings under [Skills and Stats] section:
HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen
STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond
MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond
HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character
STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character
MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character
Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn):
HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards)
HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race
HUMANMANAREGENBONUS=0 // default mana regen bonus for human race
ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race
ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race
ELFMANAREGENBONUS=0 // default mana regen bonus for elf race
GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race
GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race
GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards)
Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era
Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor)
These properties are defined per armor piece using the first and second bits of the MORE property:
MORE=0x1 0x0 0x0 0x0 // Medable Armor
MORE=0x0 0x1 0x0 0x0 // Mage Armor
The following armor types have been marked as medable by default:
leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks
Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false)
Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor
Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode
Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini)
Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID
Added new Getters/Setters for CRace class to retrieve ID of a specific Race object
Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index
Reloading DFNs now also reloads Races
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
Re-added .md and .xcodeproj to ignore list in workflow file
Synced up VS2022 and VS2017 copies of vcxproj.filters file
Removed resource.h from VS2017 project file - file no longer exists
1. Updated Xcode to match other ides
2. Corrected position errors in Cmake
3. Changed case on cBaseobject.cpp to uppercase O, to match header file
4. Changed gump.h to CGump.h (since it defines the CGump.cpp class).
Folder and file restructuring for Visual Studio, XCode and CMake project files
Moving uox3.ico and uox3.rc out of source folder and into a separate assets folder