Commit graph

138 commits

Author SHA1 Message Date
Dragon Slayer
6b542d512e AOS Properties Regenation 2024-04-30 13:46:57 -05:00
Xoduz
4b381eb811 Some minor code style updates
Some minor code style updates
2023-12-18 10:20:26 +08:00
Dragon Slayer
a0dfe5b38f Context Menu Addition 2023-12-17 14:40:23 -06:00
Dragon Slayer
80ef79d694 Spell Channeling Property 2023-10-30 19:27:30 -05:00
Xoduz
05e53109a9 UOX3 0.99.6
Updated version number :)
Fixed an issue where the "female" flag was not set correctly in CPExtMove() and CPDrawGamePlayer() packets for characters with female Gargoyle (or Savage) body IDs
2023-10-14 20:58:48 +08:00
Xoduz
667f948be3 0.99.6-RC6x
Added dummy context restore function to additional scripts
Updated 'go command to support specifying location to teleport to by name, mapped to locations from locations.dfn (Thanks Dragon Slayer!)
Updated Smart Turn script for furniture (js/server/misc/furniture_smartturn.js) with more optimized code (Humility)
Fixed latitude/longitude output of GetMapCoordinates helper function (js/server/data/map_coordinates.js), and updated scripts that relied on it
Fixed an issue where trying to craft fletching tools would produce hatchets instead (js/skill/craft/fletching.js)
Updated js/item/bankcheck.js to display value of checks using onTooltip JS Event, or onNameRequest JS Event if tooltips are disabled
Fixed a couple of DFN formatting issues (thanks, punt)
Fixed an issue where blank deeds (and bank checks) would be pileable if dropped on the same container (dfndata/items/tools/inscription.dfn)
Added dedicated [bankcheck] DFN item (dfndata/items/misc/money.dfn)
Updated Banker AI script (js/npc/ai/banker.js) to use dedicated [bankcheck] item instead of blank deeds as base for bank checks, and to have banker NPCs pause and turn towards player when talked to
Fixed an issue with script for Healing/Veterinary (js/skill/healing.js) which incorrectly used Anatomy as supplementary skill for Veterinary instead of Animal Lore, and which checked dex of wrong character when calculating healing slips
Added two missing tile flags to tileflag enum that threw order of such flags added with HS expansion out of order (thanks, punt)
Fixed an issue with travel-commands in GM menu which handled travelling between facets incorrectly
Added region spawners for dungeons, towns and overworld in Ilshenar facet
Enabled Trammel and Ilshenar facet decorations/spawns by default in admin welcome script (js/server/misc/admin_welcome.js)
Reworked portions of admin welcome gump to display optional "addon" decorations per facet, which might be client/era-specific (js/server/misc/admin_welcome.js)
Added new NPCs to dfndata/npc/femalehuman.dfn: f_executioner, f_chaosdragoon, f_chaosdragoonelite, f_gypsybanker
Added new NPCs to dfndata/npc/femalevendors.dfn: f_gypsymaiden, f_gypsyanimaltrainer, f_gypsyfortuneteller, f_vagabond, f_ironworker
Added new NPCs to dfndata/npc/malehuman.dfn: m_executioner, m_chaosdragoon, m_chaosdragoonelite, m_gypsybanker
Added new NPCs to dfndata/npc/malevendors.dfn: m_gypsyanimaltrainer, m_vagabond, m_ironworker
Added new NPC to dfndata/npc/miscmonsters.dfn: darkwisp
Added new NPC to dfndata/npc/undead.dfn: ancientlich
Added new Item DFNs for "camps" that when spawned will create a camp with specific decorations ([ilsh_orc_camp], [ilsh_healer_camp], [ilsh_mage_camp], [ilsh_banker_camp])
Added scripts for camps (js/item/camps/ilsh_banker_camp.js, js/item/camps/ilsh_healer_camp.js, js/item/camps/ilsh_mage_camp.js, js/item/camps/ilsh_orc_camp.js)
Added new colorlist to dfndata/colors/colors.dfn: [RANDOMCOLOR 33] (Bright Primary Colors)
Fixed an issue with gargish cloth chest DFN which prevented LBR version from working properly (dfndata/items/gear/armor/gargish_armor/gargish_cloth.dfn)
Added a bunch of new NPCLISTS in various npclist DFN files to support regional spawns in Ilshenar
Added missing BACKPACK tag to [golem] NPC DFN (dfndata/npc/clockwork.dfn)
Fixed misspelled section header for Fire Elemental NPC - from firele to fireele (dfndata/npc/elementals.dfn)
Murderous brigand NPCs are no longer willing to teach players skills (dfndata/npc/femalehuman.dfn, dfndata/npc/malehuman.dfn)
Corrected coordinates of Rock Dungeon region (dfndata/regions/regions.dfn)
Added regions for Sea Market (Felucca/Trammel), Blackthorn Dungeon (Felucca/Trammel) and Lakeshire (Ilshenar) (dfndata/regions/regions.dfn)
Fixed an issue with 'radditem and 'raddspawner GM commands which would not correctly set the Z of the added item/spawner to match target location (js/commands/custom/repeatingcmds.js)
Added two new repeating commands (js/commands/custom/repeatingcmds.js):
	'rmovable #	// Repeats bringing up targeting cursor to set movable property on multiple objects
	'rnodecay	// Repeats bringing up targeting cursor to set decayable property to false on multiple objects
Added new areacommand (js/commands/targeting/areacommand.js):
	'areacommand name [string]	// Sets name of all objects within targeted area to [string]
Updated 'decorate command script to better handle flags passed in via admin welcome script for things like facet addons (js/commands/decorate.js)
Updated fire breath script (js/npc/special/fire_breath.js) to get fire breath info per NPC based on their sectionID rather than their base body ID
Updated facet ruleset script (js/server/misc/facetRuleset.js) with an override for GMs trying to snoop players even in places where snooping is disallowed
Updated facet ruleset script (js/server/misc/facetRuleset.js) to allow damage that's not coming from a player/NPC source even in Trammel/Ilshenar
Added teleport locations for entering/leaving Blackthorn Dungeon in Felucca/Trammel (js/teleport.scp)
Updated 'remove and 'rremove commands to release any targeted objects from potential multis they are locked in to properly update lockdown count (js/commands/targeting/remove.js, js/commands/custom/repeatingcmds.js)
Updated felucca/ilshenar world templates with decorations (js/jsdata/worldtemplates/felucca_*/ilshenar_*)
Added world templates with decorations for Trammel (js/jsdata/worldtemplates/trammel_*)
Added DFN entry for Power Generators, and spawn entries for these in Ilshenar (dfndata/item/puzzles/puzzles.dfn, dfndata/spawn/ilshenar/spawn_ilshenar_world_general.dfn)
Added script for Power Generators, which initializes random puzzles on creation and rewards player with diamonds/arcane gems/shadow iron ore when solved, or lightning when failing to solve (js/item/power_generator.js)
Added support for overriding newbie-state of items added to players via dfndata/newbie/newbie.dfn. Supported syntax:
	PACKITEM=sectionID[, amount[, newbieFlag]] 	// To use newbieFlag with PACKITEM, amount must also be specified. Flag can be 0/1
	EQUIPITEM=sectionID[, itemHue[, newbieFlag]	// To use newbieFlag with EQUIPITEM, itemHue must also be specified. Flag can be 0/1
Casting the Earthquake spell will no longer affect the caster, or cause them to become criminal when cast out of town with no impacted targets
Fixed a bug where caster would remain frozen after finishing casting targetless spells like Earthquake
Fixed a bug where caster would remain frozen if spellcast was cancelled half-ways through by picking up or equipping an item
Fixed a bug where caster would remain frozen if spellcast was interrupted by losing concentration from taking melee damage in combat
Fixed a bug where a paralyzed player would remain frozen even if taking magic or poison damage, which releases them from paralyzis
Fixed a bug where target of Paralyze spell would not visually be shown as frozen in target's client
Fixed a bug where a caster frozen while casting a spell could become unfrozen mid-cast because of incoming magic damage
Address overflow issue in MultiMul.cpp (punt)
Address various cast issues (punt)
Corrected jscript project, to not include two files that where for stand alone programs (and resulted in main being added twice in the library (and once was incorrect all ready). (punt)
Replaced RoundNumber with std::round (punt)
The original physical appearance of characters targeted by 'make admin/gm/cns is now kept track of, and restored upon being targeted by 'make player
Fixed an issue where the .HasSpell JS Method was off by 1 when looking for specific spells in player's spellbook, due to 0-based array indexing in code vs 1-based indexing for Spells in DFNs
2023-10-14 05:03:53 +08:00
charles
e2cfe011c6 Stream replacement
This changes all routine calls that wanted a specific type of stream ifstream/ofstream to the generic istream/ostream.  So you can use stringstream, or other derived types.
2023-08-27 21:42:47 -04:00
Xoduz
a48d9ee299 UOX3 0.99.6-RC6
Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command
Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location
Fixed a server crash from clients disconnecting while running server in debug mode
Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range
Added more information about UO data files being loaded during server startup
Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this
Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat
Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default:
	AI_ANIMAL_SCARED (aitype 12)
Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing
Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately:
	onNameRequest( myObj, requestedBy, requestSource )
		Potential values for requestSource:
			0 - Speech/System Messages
			1 - Guild Menus
			2 - Stat Window (self)
			3 - Stat Window (other)
			4 - Tooltip
			5 - Paperdoll Journal
			6 - Paperdoll
			7 - Single Click / All-Names
			8 - System
			9 - Secure Trade Window
Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system:
	APSPERFTHRESHOLD=50 	// Performance threshold (measured in simulation cycles/sec) below which the APS kicks in
	APSINTERVAL=100 		// How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance
	APSDELAYSTEP=50 		// How much the delay timer is modified by (in milliseconds) each time APS makes adjustments
	APSDELAYMAXCAP=2000 	// Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance
Added new JS Methods for Region objects:
	.GetOrePrefs( oreType )	// Get ore preference data for ore type found in town region. Returned as an array containing the following data:
		orePrefData -> [
			oreName,	// name of ore
			color,		// color of ore
			minskill,	// min skill to mine ore
			ingotName,	// name of ingot created from ore
			makemenu,	// makemenu entry for crafting something from ingot
			oreChance,	// default global chance of finding this ore type
			scriptID 	// script attached to mined ore
		],
		orePrefChance 	// Chance of finding this ore type in given town region
	.GetOreChance() 	// Get base chance of finding any ore in town region
Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants
Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up
Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber)
Made some "hard-scripted" system messages in misc scripts use dictionary system instead
Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn)
Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn)
Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn)
Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn)
Fixed an issue where NPCs could attempt to attack targets in other worlds/instances
Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage:
	onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType )
Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters:
	onCreatePlayer( pChar )
Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell:
	onSpellTargetSelect( caster, target, spellNum )
Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat
Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers:
	onPickup( iPickedUp, pChar, iCont )
Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine:
	.totalPlayTime		// Account property, total playtime across all chars
	.playTime 			// Character property, total playtime on given character only
Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js)
Implemented first version of Young Player System:
	Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System
	Added new JS Account property that gets/sets whether player account is considered Young:
		.isYoung
	Added new Char timers:
		TIMER_YOUNGHEAL		// Restricts how often Young players are healed by NPC healers
		TIMER_YOUNGMESSAGE	// Restricts how often Young players are warned about dangerous looking monsters in overworld
	Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js)
	Added new UOX.INI setting to enable/disable Young Player System (enabled by default):
		YOUNGPLAYERSYSTEM=1
	If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag
	Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js):
		Young characters will have [Young] displayed over their head
		Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true:
			Account has a total playtime of more than 40 hours
			Any character has more than 350 total (base) skill points
			Any character has more than 70 skill points in a single skill
			Any character has more than 150 total stat points
			Any character has more than 80 stat points in a single stat
		Young characters can renounce their Young status manually by saying the words "I renounce my young player status"
		Young characters get two additional items upon creation:
			a new player ticket (can be combined with any other players new player ticket for both players to get a reward)
			a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors)
		Young characters cannot target other player characters with hostile spells or skills
		Young characters cannot be the target of other player characters' hostile spells or skills
		Young characters can only cast beneficial spells upon themselves or other Young characters
		Young characters can only be the target of beneficial spells from other Young players
		Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items
		Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact
		Young players receive a warning upon entering dungeons that monsters there will be hostile
	Updated global script (js/server/global.js) to:
		Check/Verify Young status of players upon login
		Attach young player script on login/creation for players on Young accounts
		Give specific items to Young players upon creation
	Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players
	Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful
	Updated Healer AI in code to heal nearby injured Young players
	Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons
	Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia.
	Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players
	Restricted Young players from recalling or gating to Felucca facet
	Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
Xoduz
6a8c09bb15 Thief Revamp - 0.99.6-RC5
Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits
Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet):
	m_thief_guildmaster (dfndata/npc/male_human.dfn)
	f_thief_guildmaster (dfndata/npc/female_Human.dfn)
Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties:
	.npcGuild 		// ID of NPC guild, as defined in script
	.npcGuildJoined // Timestamp for when player joined NPC guild
Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players.
Added two new character properties:
	.isDisguised 	// true/false flag for character being disguised
	.origName 		// used to store character's original name before disguise went into effect
Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include:
	New features:
		Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container
		When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles
		Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing
		Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed
		Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed
		Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above)
		Optional AoS feature to steal special consumable items from monsters
	Updated default stealing rules:
		Updated calculations to determine chance of success when stealing
		Players cannot steal while engaged in combat
		Players are revealed if hidden as soon as they use the stealing skill
		Players can no longer steal items in the secure trade window
		Players can no longer steal items from NPC shopkeepers
		Both hands must be free to steal
		Stealing now checks line of sight to target player/object
		Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies
		Players can no longer steal from NPC guards by default
		Players can no longer steal from the same NPC monster more than once
		Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher
		Players can no longer steal items held on cursor by other players
		Orcish masks now eplode if player steals from orcs while wearing it
		If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player
		Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged
	Stealing script options:
		Allow stealing entire containers (off by default pre-AoS)
		Return stolen items on thief death (off by default)
		Temporarily make stolen items immovable in thief's backpack (on by default post-AoS)
		Temporarily protect traded items (on by default)
		Let dexterity affect chance for successful theft (off by default)
		Let light level affect chance for successful theft (off by default)
		Allow stealing from NPC Guards (off by default)
		Allow stealing special loot from monsters (on by default post-ml)
Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes:
	Players cannot snoop pack animals from inside a house, if the animal is outside
	The deeper inside main backpack a container sits, the harder it becomes to snoop inside it
	Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time.
	Players have a chance to stay hidden while snooping, based on their Hiding skill
	Karma is now lowered by snooping regardless of success or failure
Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes
Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies.
Player combat targets and war mode are now cleared on logout
Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat
Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button
Fixed an issue that could cause swimming NPCs to swim on land
NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone.
SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer:
	[NPCLIST example]
	{
	75|NPCLIST=allorc
	25|ratman
	}
Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez
Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property.
Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up
Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped
Added new JS Function to check if any characters at specified location potentially block movement:
	DoesCharacterBlock( x, y, z, worldNum, instanceID )	// returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
Xoduz
c120679695 Pets and followers mini-revamp
Added new protected property for CChar class to track a player's currently controlled pets/followers/summons, and renamed the on tracking all pets owned:
	GenericList<CChar *> activeFollowers
	GenericList<CChar *> petsControlled -> petsOwned
Added new JS Character Methods to view/manipulate follower list:
	GetFollowerList()
	AddFollower( npcObject )
	RemoveFollower( npcObject )
Added new JS Character Property to fetch current count of followers character has:
	.followerCount
Added new GM commands for spitting out information on all pets/followers a player has, in the following format: Name: %s | ID: %i | Serial: %i | x: %i | y: %i | z: %i | world: %i | instanceID: %i
	'listpets
	'listfollowers
Replaced most instances of GetPetList in code and scripts with GetFollowerList, as that's what we actually care about for the most part
Updated code and relevant scripts to make use of AddFollower and RemoveFollower functions where appropriate
Modified code for restoring pet loyalty upon feeding pet; by default it now restores 10/100 loyalty per time pet is fed, while if CoreShardEra setting in UOX.INI is set to AoS expansion or higher, loyalty is instantly restored to max when pet is fed (regardless of amount)
Updated AreaCharacterFunction and AreaItemFunction JS Functions to still work if third parameter (socket) is provided as null
Modified code and relevant scripts that teleport pets/followers along with player to only do so for pets/followers using the "follow" wandermode with player as follow target
Updated some instances of code and script that checked for both controlSlot AND maxFollowers requirements - now only checks maxFollowers if controlSlots is set to 0 in ini
Added function _restorecontext_() {} to a couple more scripts:
	js/commands/targeting/tele.js
Updated error message shown when attempts are made to add deleted objects to refreshQueue, to include name, ID and serial of the object in question
2023-06-02 01:44:40 +08:00
Xoduz
cbdbc17a6c Update CPacketSend.cpp 2023-05-30 08:23:33 +08:00
Xoduz
fa2aae242e UOX3 0.99.6-RC4
Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers
Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js)
Fixed an issue where UOX3 would fail to load pre-HS multi.mul files
Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn)
Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js)
When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride
Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong
Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function
MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile
MAXRANGE item property can now be used to define max combat range for melee weapons
Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors
Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn)
Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js)
Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead
Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer)
Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8
Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9
Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory
Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses
Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer)
Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {}
Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer)
Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object:
	.GetTagMap()		// Gets list of persistent custom tags associated with object
	.GetTempTagMap()	// Gets list of temporary custom tags associated with object
Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js)
Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js)
Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js)
Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js)
Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js)
Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js)
Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js)
Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js)
Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly
Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn
Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax:
	.SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE
Added new Character JS Methods:
	.SetRandomName( nameListID ) 	// apply a random name from specified namelist to character
	.FindItemSection( sectionID ) 	// find item in player's backpack with specified sectionID
Added new Socket JS Method:
	.OpenContainer()	// Opens specified container for socket
2023-05-30 01:47:26 +08:00
Xoduz
b5a7ee9000 BOD System
Created framework, gumps, initial system for Bulk Order Deeds (Dragon Slayer)
Expanded BOD system to include gold, fame and special item rewards (Xuri)
Added optional support for triggering BOD offers from shopkeepers via context menus (Xuri)
Added new UOX.INI section with settings for Bulk Order System: (Xuri)
	OFFERBODSFROMITEMSALES=1 	// If enabled, shopkeepers might offer BODs when players sell items to them
	OFFERBODSFROMCONTEXTMENU=0 	// If enabled, shopkeepers might offer BODs via context menu option
	BODSFROMCRAFTEDITEMSONLY=0 	// If enabled, only selling of crafted items will trigger BOD offers
	BODGOLDREWARDMULTIPLIER=1 	// Reward multiplier for Gold given for completing a BODs - defaults to 1.0
	BODFAMEREWARDMULTIPLIER=1 	// Reward multiplier for Fame given for completing a BOD - defaults to 1.0
Updated smithing-related create DFNs (dfndata/create/*) with proper names for entries (Xuri)
Added special BOD item rewards: (Xuri)
	Sturdy Pickaxe - More uses than normal pickaxes
	Sturdy Shovel - More uses than normal shovels
	Mining Gloves +1/+3/+5 - Boosts mining skill when equipped
	Runic Hammers - Adds bonuses to crafted weapons and armors, applied after crafting the items (js/skill/craft/crafting_complete.js)
	Colored Anvils - No unique property other than color, but can be added to houses as decoration/functional anvils
	Ancient Smithy Hammers +10/+15/+30/+60 - Boosts blacksmithy skill when equipped
	(Not fully implemented, AoS feature) Gargoyle's Pickaxe
	(Not fully implemented, AoS feature) Prospector's Tool
	(Not fully implemented, AoS feature) Powder of Temperament
	(Not fully implemented, AoS feature) Blacksmith Power Scrolls +5/+10/+15/+20
Updated onMakeItem() JS event to always include the create entry ID as a parameter, even when crafting an item failed (Xuri)
2023-03-17 15:51:56 +08:00
Xoduz
b27d60c1b8 UOX3 0.99.6-RC3
Updated Item DFNs with ORIGIN and SECTIONID tags for relevant items
Added JS Function to make comparing eras (based on object origin or server settings) easier:
	EraStringToNum( eraString )	// Takes an era string (uo, t2a, uor, td, lbr, aos, etc) and returns an int
Updated some JS scripts to use EraStringToNum() for era comparisons (potionkeg.js)
Default CORESHARDERA setting is now LBR
Removed PUB15 as a separate "era" - it's identical to late stage LBR anyway:
	Removed support for GETPUB15 tag
Added support for GETUO tag for items/NPCs:
	GETUO=<sectionID>		// Inherit DFN section if core shard era is Ultima Online (original release, before T2A)
Rewrote portions of MsgBoardQuestEscortCreate() function in msgboard.cpp to ensure only escort regions within same world as NPC can be selected as destinations
Increased maximum number of possible escort regions that can exist from 255 to 65535
Added region definitions for all shrines in Britannia (Fel & Trammel), and marked them as valid destinations for NPC escorts (uox3/regions/regions.dfn)
Moved bankers from vendor to human DFN files, and made them inherit basehuman instead of basevendor - since they are not vendors
To address an issue with escorted NPCs not timing out and vanishing if they are left in a "dormant" area of the world with no player activity, the NPCs are marked as "always awake" the moment they arrive at their destination. Note that the uox.ini setting ALLOWAWAKENPCS needs to be enabled for this to work.
Fixed an issue where spawnsection of spawners did not show up correctly in tweak menu
Fixed an issue where the generic Orc AI script didn't have a return true at end of onDamage() event, which prevented all orcs from taking damage in combat (js/npc/ai/monster/orc.js)
Moved Anatomy skill-check in healing script (js/skill/healing.js) from onCallback1() function to onTimer() to prevent the skill-check from being spammable
Added mount ID for Frost Mite in creatures.dfn, allowing it to be used as mount
Exposed the following character properties to JS engine, which can be used to view/adjust the permanent hair/beard options for a character:
	.hairStyle
	.hairColour
	.beardStyle
	.beardColour
Updated 'kill hair, 'shavehair, 'shavebeard and 'remove commands to clear permanent hair/beard colour and style properties in addition to removing the item itself
Added a GM override to let GMs place as many houses as they want (js/server/house/houseDeed.js)
Fixed an issue where attempting to sell items to NPC shopkeepers could result in client crashing
Added a new JS Event:
	onMultiLogout( iMulti, cPlayer ) 	// Handles players logging out while inside multis
Updated house script (js/server/house/house.js) with onMultiLogout event, which allows owners (always) and co-owners/friends/guests (if option enabled in uox.ini) to safely log out inside the house (without getting booted).
Added a "keyless" option for interacting with locked doors (js/item/doors.js) of player-owned houses, which lets owners/co-owners/friends/guests of a house use locked doors in the house without requiring a key in their backpack, if the options for that are enabled in UOX.INI. Enabled for owners/co-owners and friends by default (but not for guests)
	Note that if option to safely log out is enabled, but keyless option is NOT enabled, then the server will check if the player has a key to the house in their backpack, and eject them from the house upon logging out if not. This is to make sure players don't get stuck inside a house they can't get out of because they lack the rights to open doors etc.
Added new UOX.INI options, under the [houses] section:
	SAFECOOWNERLOGOUT=1 	// Allow co-owners to safely and instantly log out inside house
	SAFEFRIENDLOGOUT=1 		// Allow friends to safely and instantly log out inside house
	SAFEGUESTLOGOUT=1 		// Allow guests to safely and instantly log out inside house
	KEYLESSOWNERACCESS=1 	// Allow owner of house to use locked doors in house without key in pack
	KEYLESSCOOWNERACCESS=1 	// Allow co-owners of house to use locked doors in house without key in pack
	KEYLESSFRIENDACCESS=1 	// Allow friends of house to use locked doors in house without key in pack
	KEYLESSGUESTACCESS=0 	// Allow guests of house to use locked doors in house without key in pack
Fixed NOHAIR tag from races.dfn not being loaded correctly
2023-03-04 22:50:55 +08:00
Xoduz
31804fd098 Updated a couple of JS methods, fixed issue with HirelingCombatTraining setting,minor cleanup
Updated .ResourceCount() and .UseResource() JS Object Methods to include optional parameter for sectionId. New supported syntax:
	int ResourceCount( realId, colour )
	int ResourceCount( realId, colour, moreVal )
	int ResourceCount( realId, colour, moreVal, sectionId )
	int UseResource( amount, realItemId )
	int UseResource( amount, realItemId, colour )
	int UseResource( amount, realItemId, colour, moreVal )
	int UseResource( amount, realItemId, colour, moreVal, sectionId )
Fixed an issue where the bit flag for the HirelingCombatTraining setting was not set properly
Fixed an issue in SpiderMonkey VS project that prevented compiling a x64 debug build (thanks, punt!)
Some minor cleanup
2022-12-03 22:56:40 +08:00
Geir Ove Alnes
a2c51a9fb5
Merge branch 'develop' into compile_warn_fixes 2022-11-27 15:37:06 +08:00
Xoduz
1af502e837 Potion Keg stuff
Implemented potion kegs; these can be crafted by carpenters/tinkerers, and can be used to store potions at a fraction of their original weight (Dragon Slayer)
Only the owner (if locked down), the current holder (if in backpack) or someone who have previously taste identified a potion keg may add additional potions to it (Xuri)
Potions dropped from monsters and bought from stores are unidentified by default, but can be identified by players using the taste identification skill. (Xuri)
Potions crafted by players are identified by default for all to see (Xuri)
Releasing locked down items in houses now set the items as movable (1) instead of client default (0) (Xuri)
Added socket as another parameter to the onToolTip JS event
2022-11-27 14:09:35 +08:00
Lloyd Dilley
3773cc11e5
Remove commented code 2022-11-25 16:14:25 -05:00
Lloyd Dilley
cd83429b01
Fix C to C++ style issues and convert spaces to tabs 2022-11-14 19:24:29 -05:00
Xoduz
bf6d1f17d8 More dye-related changes
Added dyes to alchemist shoplist (items/shoplist.dfn) (Xuri)
Removed old hair dye menu from legacy gump DFN (dfndata/misc/gumps.dfn) (Xuri)
Selling items to NPC shopkeepers now relies on sectionID of items instead of their ID/Type/Morex values (Xuri)
2022-11-09 03:35:11 +08:00
Lloyd Dilley
285f06dbd2
Fix compile warnings 2022-11-04 00:52:37 -04:00
Xoduz
c4143e2309 Player vendor fixes
Player vendors in existing houses no longer teleport to new houses placed by owner nearby
Fixed script issue with demolishing house with player vendors in them
Fixed an issue where setting prices for items on player vendors would permanently overwrite the buy-value of the item. Player vendor prices are now stored as a separate property (but saved as part of the VALUE tag), also accessible by the following JS Item property:
	.vendorPrice
Item description and vendor price are now cleared from items bought from player vendors
Tooltips for items with new descriptions or vendor prices in player vendor backpacks are now correctly updated
Only books, keyrings and unlocked containers can now be marked 'Not for Sale' in a player vendor's main/root backpack
Any items on player vendors can now be marked as 'Not for Sale' if placed within a container that has a price tag
Added additional feedback messages to players for various interactions with player vendors
Fixed a bug where player vendors would lose loyalty and 'go wild' like pets when not fed regularly
Split up some of the longer item lists in the 'add menu to prevent freezes on original 2D client
2022-10-30 03:52:44 +08:00
Xoduz
d4fb2573f5 Misc fixes
Added some code to assist with preventing/debugging houses potentially decaying
Fixed an issue with freeshard server poll script, which attempted to fetch wrong ini setting
Fixed a server crash related to applying invalid prices for player vendor items
Neglecting to give item in player vendor pack a description now defaults to item name
Items in player vendor packs are now refreshed properly when players update price and name
Players can no longer issue pet control commands to player vendors via context menus
2022-10-27 09:34:00 +08:00
Xoduz
0ce39a3410 Couple of small fixes
Fixed an issue with onDyeTarget event where the dyetub and target object parameters were not set properly
Fixed some incorrect casting animation-related variable assignments for AI_HEALER and AI_EVIL_HEALER
Fixed an issue with pets not going wild from lack of loyalty to their owners when at zero loyalty
Addressed issues with idle/fidget animation setup that could cause NPCs to blink out of existence
Removed stray semicolon behind control statement related to triggering of OnFacetChange JS event
Fixed an issue with Bless spell when cast from item
Some minor code cleanup
2022-10-27 00:54:41 +08:00
Xoduz
75250e62cb Couple more changes 2022-10-24 23:42:16 +08:00
Xoduz
37a76083de Rest of the changes for 0.99.6-RC1
Misc cleanup and standardization of style and naming conventions in code and scripts
Added missing code for showing race in paperdoll based on ini setting
Players can no longer use Polymorph spell while incognitoed, or while under effect of tribal paint
Players can no longer use Incognito spell while polymorphed, or while under the effects of tribal paint
Facial hair is now removed from players who are under the effects of Incognito spell that changes their gender for female
2022-10-24 18:39:33 +08:00
Xoduz
37962d140a Logout Request Response
UOX3 now responds correctly to logout requests from the client
2022-10-20 19:57:07 +08:00
Xoduz
640ec87362 Misc era-specific INI and combat changes, and other settings-related changes
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
2022-10-20 13:12:47 +08:00
Xoduz
68e57b0756 UOX3 0.99.5b-6
Increased world load speed by almost 20% by reducing how often loading progress is written to the console
Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast
Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command
Fixed a server crash involving moving items from decaying corpses to the ground
Fixed a server crash involving carving up human corpses
Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions)
Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack
Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs
Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs
Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later
Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen
Exposed the new item property to JS engine:
	.isMarkedByMaker	 	// If true, maker's mark will be displayed
Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality
Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item
Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items
Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title
Added new UOX.INI settings under the [settings] section:
	DISPLAYMAKERSMARK=1/0			// Controls if maker's marks on crafted items are shown on a global level
	SHOWNPCTITLESOVERHEAD=1/0 		// Controls whether NPC titles are shown over their heads
	SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead
	GLOBALRESTOCKMULTIPLIER=1.0 	// Global multiplier applied to RESTOCK property of items when loaded from DFNs
Added new UOX.INI settings under the [combat] section:
	PETCOMBATTRAINING=1/0 			// Controls whether pets can gain skills/stats from combat
	HIRELINGCOMBATTRAINING=1/0 		// Controls whether hirelings can gain skills/stats from combat
	NPCCOMBATTRAINING=0/1 			// Controls whether NPCs in general can gain skills/stats from combat
Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail
Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it
Updated behaviour of planks on boats:
	Boat key can unlock plank, but won't automatically open it
	Boat key used on an open, unlocked plank will lock and automatically close the plank
	Boat key used on an open, locked plank will unlock the plank and leave it open
	Player using an unlocked plank now opens it
	Player using an open plank will disembark (if onboard) or embark (if not) the boat
	Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat.
	Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds
Updated behaviour of Magic Lock/Unlock spells:
	Magic Lock cannot be used on objects inside a multi
	Magic Lock applies difficulty to lock based on caster's Magery skill
	Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill)
	Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill
Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before.
Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly
Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly
Added a new JS Function:
	GetStartTime()	// Returns a timestamp for when server started up
Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly
Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later
Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly
Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea
Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild"
Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles
Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude
Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs
Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process
Fixed an issue that prevented the Teleport spell from working as intended
Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0
Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes
Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js)
Added a system message to inform the player when they've dropped out of stealth due to taking too many steps
Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet
Fixed a bug where character corpses would appear with a [unidentified] tag attached
Fixed an issue where the [unidentified] tag did not show up for unidentified magic items
Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn)
Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows
Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
Xoduz
4e98d31bf9 Misc fixes - 0.99.5b-5
Fixed an issue involving player deaths and moving items from backpacks to corpses
Fixed NPC Carpenters not selling carpentry tools
Fixed an issue with trashbarrel script (js/server/house/trashbarrel.js) that prevented it from working on stand-alone containers not in a house
Fixed a logic issue that resulted in some crafted items not having full item details show up in tooltips
Fixed an issue where reloading ini file would keep loading in the same starting locations over and over without ever clearing the list, making it grow in size with every reload
2022-08-10 10:44:41 +08:00
Xoduz
934d6197f2 FIx for client freeze when using T2A features only
Fixed an issue with incorrect sized Stat Window Info packet (0x11) being sent for clients when only T2A client/server features are enabled, which could cause client to freeze on login
2022-07-11 02:32:32 +08:00
Charles Kerr
75969075dd changed some values to const references 2022-06-16 08:17:28 -04:00
Charles Kerr
a9c30281ef char* to string 2022-06-15 19:19:40 -04:00
Charles Kerr
9f7e371b3b Mapdata_st replaced 2022-06-15 07:32:55 -04:00
Charles Kerr
b10fa71ec5 GenericList c++ usage update for iterators 2022-06-08 18:24:33 -04:00
Charles Kerr
9d1a21c54a General cleanup 2022-06-08 10:38:16 -04:00
Charles Kerr
afd677e38a
Pull1 (#88)
* updated STARTLOCATIONDATA to use std::string, removed typedef

* removed __STARTLOCATIONDATA_ from typedef
2022-06-07 07:15:00 -04:00
Charles Kerr
01b46f26db STRINGLIST modernization
NOte, many method calls are passing copies of collections. Did not change, as that could change functionality (unlikely), but this is a syntax only exerersize.

Just changing value (copes) to reference (and provide a const/nonconst method) would see a  noticeable speed difference.
2022-06-06 11:27:53 -04:00
Charles Kerr
ba5a763033 Warning changes 2022-03-05 09:12:21 -05:00
Charles Kerr
d540835eb4 2022 project filters, and name change for strutil 2022-03-04 07:35:46 -05:00
Xoduz
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
2022-02-13 22:49:37 +08:00
Xoduz
378d32d28c 0.99.5
Implemented Herding skill in JS (js/skill/herding.js) (Dragon Slayer)
Updated item stats like def, hp and value for all armors to match Pub15 era
Added item definitions for weapons added in AoS to ToL UO expansions, but with stats balanced against existing weapons from Pub15 era
Added armor definitions for armors added in AoS to ToL UO expansions, but with stats balanced against existing armors from Pub15 era
Added named "alias entries" for all existing item definitions of weapon, armor and clothes, which enables adding those via their names as an alternative to their IDs. Items added via the named aliases will randomize between variations (north/south vs east/west) of the items if there are any. Syntax:
	'add item [nameOfItemWithoutSpaces] (example: 'add item vikingsword)
Removed redundant files dfndata/items/gear/weapons/aos_weapons.dfn, dfndata/items/gear/weapons/se_weapons.dfn and dfndata/npc/spawntags.dfn
Split out ranged weapon projectiles into a separate DFN (dfndata/items/gear/weapons/projectiles.dfn)
Modified tooltip for armors to describe the physical defensive value as Armor Rating instead of Physical Resist
Updated console key input handling with a more robust approach for Linux (punt)
Included new and revamped JS docs, and removed old, out-of-date legacy JS docs
2022-01-12 08:33:44 +08:00
Xoduz
3cdd1d35c5 0.99.5[RC3]
Fixed an issue in HandleGumpInput that prevented compiling UOX3 properly on Linux
Added new uox.ini setting that determines if item stats on unidentified magic items are shown or hidden:
	HIDESTATSFORUNKNOWNMAGICITEMS=0/1 // Defaults to 1
Some minor updates to crafting related scripts
2022-01-08 08:24:24 +08:00
Xoduz
ce10584755 0.99.4z+++
Added new JS Item Methods to get/set the value (0-255) for specific parts (1-4) of temp variables ("more", "morex", "morey", "morez"):
	.GetMoreVar( moreVarName, moreVarPart )
	.SetMoreVar( moreVarName, moreVarPart, moreVarValue )
Updated Remove Trap script (js/skill/removetrap.js) to make use of GetMoreVar() and SetMoreVar methods
Updated inRange JS event to also trigger for Items with this event attached, when player characters come within update range. Updated syntax:
	inRange( srcItem, pCharInRange )
	inRange( srcChar, objInRange )
When UOX3 retrieves data from the onToolTip() JS event to potentially display custom object tooltips, it will use the ID specified in a temporary JS tag ("tooltipCliloc") on the object as the clilocID being sent to the client with the tooltip text returned from the script. If no such tag exists on the object, it defaults to cliloc ID 1042971.
Added new JS event that triggers _after_ an item has been removed from a container (no return values supported):
	onContRemoveItem( iCont, objRemoved, pChar )
The JS Function SpawnNPC() can now spawn NPCs from NPCLISTS if provided with a boolean parameter flag (useNpcList). Updated syntax:
	CChar SpawnNPC( npcSection/npclist, x, y, z, worldnumber, instanceID, useNpcList )
Added new JS Event to allow detection of movement near an object (items only, for now). Distance at which it triggers determined by part 1 of the item's MORE property. Use long ranges with care! Syntax:
	onMoveDetect( srcObj, pChar, rangeToChar, oldCharX, oldCharY )
Added new JS script (js/server/misc/dungeon_traps.js) for handling trap mechanics in (primarily) dungeons. The traps all trigger on collision, and use different parts of the "morez" property to determine enabled/disabled status, damage, min skill required to disarm, max skill at which player can still gain skill from disarming. Disarming renders trap inactive for 60 seconds. Implemented trap types:
	Spike Traps 		// Active for ~5 seconds after triggered, deals damage every 1 second.
	Giant Spike Trap 	// Active for ~1 second after triggered, deals high instant damage one time
	Saw Traps			// Active for ~5 seconds after triggered, deals damage every 1 second.
	Gas Traps			// Active for ~5 seconds after triggered, applies poison to target every 1 second
	Fire Column Trap 	// Active for ~5 seconds after triggered, deals damage every 1 second after initial delay of 1 second
	Stone Face Traps	// Active for ~3 seconds after triggered, deals damage every 1 second after initial delay of 1 second
	Mushroom Trap 		// Active for ~2 seconds after triggered, applies poison to target every 1 second after an initial delay of 1 second
Added dungeon traps to 'add menu, under Buildings > Decs > Dungeon Traps
Added new commands to make modifying IDs of items (and NPCs) easier:
	'incid #	// Increment/decrement ID of target by specified amount
	'rincid #	// Repeatedly increment/decrement ID of target/multiple targets by specified amount
Updated 'add and 'radd commands with new, optional syntax to make adding trees easier (potentially with GM tools/macros), as it will add both trunk and leaf at same location with a single command:
	'add tree [trunkID] [leafID]
	'radd tree [trunkID] [leafID]
Updated AreaCommand GM command to include support for setting the .decayable property on multiple items at once. Also updated the script with appropriate system messages throughout, which now also show how many items were affected by use of the command
Added new item script (js/item/gate_opener.js) that can be used to make switches/levers raise/lower multiple nearby gates. See script comments for details on setup
Updated various JS scripts that used GetSByte() to retrieve Z of last targeted location from Socket to manually add height of targeted tile for client version below 7.0.9 only
Fixed an issue where items created with 'decorate load command could be set as decayable
Fixed an issue where multiple timers could be running on a single door by manually opening and closing it repeatedly. Closing a door will now kill the associated timer on said door.
Fixed incorrect IDs for secret doors in Item DFNs (they were off by 1, so would not work properly)
Updated name of all secret doors in dfndata/items/building/doors.dfn to inherit name from tiledata instead
Added secret door IDs to dfndata/harditems/harditems.dfn
Item and NPC definitions can now make use of randomization for the ID tag, for more variety. Syntax:
	id=[id1] [id2] [etc] // Example: id=0x0e42 0x0e43
Fixed MORE values of "hard scripted" books in dfndata/items/misc/books.dfn
Added Ice and Fire dungeon locations (dfndata/location/location.dfn) and added these to the GM travel menu (dfndata/item/travelmenu.dfn/travelmenu.bulk.dfn)
Fixed body ID for ancient wyrm NPCs, which also fixes their name (dfndata/npc/dragons.dfn)
Added more pre-defined books to dfndata/misc/books.dfn (and dfndata/items/misc/books.dfn):
	Quest of the Virtues – Volume 1 	// [quest_of_the_virtues_vol1]
	Fropoz's Journal 					// [fropoz_journal]
	Translated Gargoyle Journal 		// [translated_gargoyle_journal]
	Kabur's Journal 					// [kaburs_journal]
Updated code for spawn containers to allow spawning more than one item per container; by default, a spawn container will now spawn every item from an itemlist if set as the spawnobjlist property for that spawn container. These itemlists can contain direct item references, references to other itemlists or even lootlists
Added 4 levels of dungeon treasure chests that can be placed out as spawn objects in dungeons, with items and valuables spawning inside on a regular interval. These can be found in dfndata/items/gmmenu/dungeon_treasure_spawners.dfn, with associated itemlists being found in dfndata/items/itemlists/itemlists.dfn (dungeontreasureloot1, dungeontreasureloot2, dungeontreasureloot3 and dungeontreasureloot4). They can also be located in the 'add menu under GM Menu > Dungeon Treasures
Added spawn regions for dungeon treasure chests in the following areas:
	Covetous, Deceit, Despise, Destard, Fire, Hythloth, Ice, Shame, Wrong, Yew Crypts, Daemon Temple, Trinsic Passage, Cove Orc Fort, Terathan Keep, Vesper Bank, Trinsic Bank
Updated Lockpicking skill to check for the existence of skill difficulty on locks, and use those to perform skill checks when attempting to pick those locks. Difficulty on a lock can be setup using the morey property using this syntax:
	morey=[0x00] [0x00/0x01] [0x##] [0x##] // the first part is unused, the second is used with Unlock spell, the third and fourth are the minimum skill to unlock and the max skill that can be gained from picking the lock
Updated Unlock spell to check for existence of morey property value on lock. If there's a value, and the second part of the value is not 0x01, Unlock cannot be used to unlock the lock. By default, dungeon treasure containers level 1 and 2 are unlockable with the Unlock spell, while levels 3 and 4 are not, and require Lockpicking skill to unlock.
Fixed an issue where player characters would "skip a step" when moving under certain circumstances (like coming out of hiding)
Added new decorations in default world templates for the following areas:
	Covetous, Deceit, Despise, Destard, Fire, Hythloth, Ice, Shame, Wrong, Hedge Maze, Wind (city), Terathan Keep, Orc Caves, Ilshenar facet, Ilshenar dungeons
Updated decorations in default world templates for the following areas:
	All cities in Britannia and the Lost Lands
Updated decorations in default world templates to address issues like missing water/swamp tiles, floor/roof tiles, etc. in various places
Added special behaviours in some areas:
	Lever puzzle in Covetous
	Monster-spawning brazier in Deceit
	Switch/portcullis behaviour in Hedge Maze
Updated teleport.scp with teleport locations for:
	Hedge maze, Hythloth lvl 2 teleport maze, Wrong dungeon, Buccaneer's Den to/from mainland, various Ilshenar teleport locations
Players flagged as criminals or non-innocent aggressors in PvP combat can no longer use public moongates
Pets will now teleport along with the player both when using moongates (public or spell-based), recall, object-based teleporters or hard-defined teleport locations from teleport.scp
2021-11-26 02:19:03 +08:00
Xoduz
efd8067820 0.99.4z++
Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!)
Fixed some issues that would crash decorate script when attempting to use event subcommands without event names
Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set
Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet
Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers.
Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type.
Uncommented the dresser house-addon from 'add menu, as it now works as intended
Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented.
Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead.
Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items
Removed kindling from the shoplist of Armourer vendors
Bananas are now edible
Bowyer shopkeepers will now restock more than 1 shaft and/or feather
Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour
Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in
Bowyer shopkeepers now sell fletching tools
Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill
NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum
Fixed item weight tooltip for pileable items appearing in vendor shoplists
Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack
Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale
Hairs and Beards no longer count towards the total item count showing for corpses
All leather containers are now dyable
Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles
Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons
Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but
GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled
A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground
Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
Xoduz
4023794087 0.99.4z+
Fixed incorrect non-combat music entry [MUSICLIST COMBAT] section of dfndata/regions/regions.dfn
Added new music section to dfndata/regions/regions.dfn
	[MUSICLIST DEATH]	// Plays music from this list for players who are in the realm of the dead
Assigned different MOREZ value to each explosion potion (dfndata/item/magic/potions.dfn) to make distinguishing between them easier
Updated item stacking code to disallow stacking items that have different more, morex, morey, morez, buyvalue or sellvalue
Fixed issue where monsters would erroneously show context menu entries with skill training options
Fixed issue where some iron ore in GM add menu was showing up and being added as a brazier instead
Added baseRange and maxRange to 'tweak menu (js/command/targeting/tweak.js)
Added new Item property that can be used to associate an item with a custom server event:
	DFN Tag:
		EVENT=eventName	// Name of event in one word, with no spaces
	JS Property:
		.event
Updated 'get, 'set, 'tweak and 'areacommand commands to support the new event property
Extended 'decorate command with some additional features to support saving, loading and unloading event decorations (example: xmas, halloween, etc):
	'decorate saveevent eventName	// Save all items with event property matching eventName to event_[eventName].jsdata
	'decorate loadevent eventName 	// Load all items from event_[eventName].jsdata and assign eventName to their event property
	'decorate unloadevent eventName	// Clear up all items associated with eventName
Added some new house addons to house.dfn, and in the 'add menu, under Deeds > Houseaddon Deeds:
	loom (south)
	small forge
	anvil (south/east)
	spinning wheel (north/south/east/west)
	small bed 1 (south/east)
	small bed 2 (south/east)
	large bed 1 (south/east)
	large bed 2 (south/east)
	training dummy (east)
	training dummy (south)
	pickpocket dip 1 (east)
	pickpocket dip 2 (east)
	dresser (east) // Disabled, doesn't work as container after being turned into addon
	dresser (south) // Disabled, doesn't work as container after being turned into addon
	abattoir (stone pentagram)
	flour mill (east)
	flour mill (south)
	oven (east)
	oven (south)
	large forge (east)
	large forge (west)
	large forge (north)
	large forge (south)
Updated some house addons (bear rugs, pentagram) to be added from top-left to bottom right, for more consistency when placing items
Added a code-check when placing house-addons to see if there's space in multi to place addon at selected location, starting from coordinates of target location and checking tiles east and south of that location based on the addon's SPACEX and SPACEY settings in house.dfn
Added new script (js/server/house/houseAddonUse.js) that will restore the double-click functionality of some house addons that would lose their regular functionality in the process of becoming house addons, as their item type changed. The same script also adds some extra functionality to a couple of other house addons (looms and spinning wheels), allowing players to choose between using the addons and then targeting materials like yarn or wool or using the materials and then targeting the addons
Fixed an issue with the interior decorator tool that would allow using it outside one's house
Updated dictionary files
2021-10-31 10:43:24 +08:00
Xoduz
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!
2021-09-20 21:35:17 +08:00
Xoduz
e54dec97d8 Fishing revamp
Extended Character JS Method DoAction() to support two additional parameters - frameCount and playBackwards - which define the length of the animation (defaults to 7) and whether the animation should be played backwards (defaults to false). Note that this only works for old-style animations, and thus is not available for Gargoyle characters. Updated method syntax:
	.DoAction( actionID ) // Old animation packet
	.DoAction( actionID, null, frameCount) // Old animation packet with frameCount
	.DoAction( actionID, null, frameCount, frameDelay ) // Old animation packet with frameCount, frameDelay
	.DoAction( actionID, null, frameCount, frameDelay, playBackwards) // Old animation packet with frameCount, frameDelay, playBackwards
	.DoAction( actionID, subActionID ) // New animation packet
Extended fishing JS script to include:
	Fishing special fishing nets, big fish, messages in a bottle/SOS messages and associated shipwreck treasures, with chances of attracting sea serpents, deep sea serpents, water elementals and krakens while fishing.
	Enhanced detection of fishing in shallow vs deep water, with deep water now being defined as any water tile that's 16 or more tiles away from the nearest land area.
	Updated timer system, LoS checks,
Implemented SOS messages and shipwreck locations, with areas valid for potential shipwreck locations being defined in a new section of regions.dfn named [SOSAREAS], which follows the same syntax as the INSTALOG section in the same file. Once a message in a bottle is opened, a SOS message is generated with coordinates for a random shipwreck location, which players can sail to and fish near in order to find a sunken treasure (and other items).
Implemented shipwreck treasures, which come in 3 levels of quality (with an optional 4th quality level available), with increasing amount of gold, gems, scrolls, reagents and magic items (coming in next commit!) per quality level of treasure
Implemented special fishing nets, which can be used to fish up a variety of sea creatures (sea serpents, deep sea serpents, water elementals, kraken), which have a high chance of having SOS bottles on their corpses when defeated
Updated fishinglist.dfn, itemlist.dfn and lootlist.dfn to support new fishing updates
Updated movable state of various items that can be fished up (pillows, some pieces of furniture) to ensure players can move them!
Renamed ORERESPAWNAREA ini setting to RESOURCEAREASIZE (it's also used for ore, and logs) and reduced it from 10 to 8 to divide each world into 8x8 sized resource areas
Fixed a bug where the new fish resource type was not getting regenerated or saved properly
Added INSTANCEID support to INSTALOG section of regions.dfn, and added default WORLD and INSTANCEID entries to all areas
Fixed an issue with Runebooks (js/item/runebook.js) where the coordinates of a rune location would not be displayed properly
Separated map coordinate function from Runebook script to its own script (js/server/data/map_coordinates.js), which other scripts can call upon to get map coords using TriggerEvent() JS function
Ported sextant implementation from code to JS (5033=js/item/sextant.js), and removed the hard-coded version of this.
Updated Item DFN entry for sextants to include script=5033 tag
Fixed a bug in handling of the LOOT tag for NPCs where server would crash if a number was specified behind the item/itemlist to add as loot
The DFN tags PACKITEM and LOOT are now handled similarly when used for NPCs and Items respectively. PACKITEM can be used for adding items with specific IDs, or "list objects" from itemlists.dfn, while LOOT can be used to add items from lootlists.dfn. One big difference between these is that if the optional amount parameter is specified for either tag when used with itemlists/lootlists (PACKITEM=listObject,amount vs LOOT=lootlist,amount), PACKITEM will add the specified amount of the specified/randomly chosen item, while LOOT will add X amount of random items.
Updated implementation of ITEMLISTs and LOOTLISTs to support an optional weighting system, which can be used to adjust the probability of some items being chosen from these lists over other items. In the below example, specialfishingnet has a weight of 10, while the blank entry has a weight of 90, making it 9 times more likely for the blank entry to be chosen than the specialfishingnet! Note that higher weighted items should be sorted first for this to be accurate:
	[LOOTLIST shipwreck_treasure_special]
	{
	90|blank
	10|specialfishingnet
	}
Using bladed weapons on stacks of fish will now cut the entire stack at once, instead of one fish at a time
Updated DFN entries for various sea creatures (dfndata/npc/seacreatures.dfn) to adjust color of NPCs, loot and NPC AI
Extended functionality of JS Function DoMovingEffect() to allow a set of coordinates as source location, without having to specify a character as either the source or target of the effect
Fixed an issue with sea creatures being unable to pathfind in shallow water due to underwater land tiles being treated as blocking
Moved fishing skill out of code and into js for more user friendly control
Added js/item/magicfish.js for the magic fish food
2021-09-20 18:47:54 +08:00
Xoduz
82a3ef5386 08/08/2021 - Xuri (0.99.4w)
Added support for new Skills DFN tag:
	SKILLDELAY=# 	// Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI
Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer
Updated skill delays to better match ~pub15 era:
	Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second
	Detecting Hidden skill now has a default skill delay of 10 seconds
	Herding skill now has a default skill delay of 10 seconds
	Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding
	Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana
	Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones
	Poisoning skill now has a default skill delay of 10 seconds
	Provocation skill now has a default skill delay of 10 seconds
	Remove Trap skill now has a default skill delay of 10 seconds
	Stealing skill now has a default skill delay of 10 seconds
	Stealth skill now has a default skill delay of 10 seconds
	Tracking skill now has a default skill delay of 10 seconds
	Veterinary skill now has a default skill delay of 10 seconds
Fixed an issue with global JS Timer object that would reference the wrong timerIDs
Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix):
	.SOCK_SKILLDELAY	// Delay before the next time player can use another skill
	.SOCK_OBJDELAY		// Delay before next time player can use another object
	.SOCK_SPIRITSPEAK 	// Timer that tracks remaining duration of player's Spirit Speak
	.SOCK_TRACKING		// Timer that tracks remaining duration for player's Tracking skill
	.SOCK_FISHING		// Timer that tracks remaining duration for player's Fishing skill
	.SOCK_MUTETIME 		// Timer that tracks remaining duration a player remains muted
	.SOCK_TRACKINGDISPLAY 	// Timer that tracks interval between each time tracking display is updated
Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets
Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set
Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence
In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class:
	bool objDelayMsgShown
	bool skillDelayMsgShown
Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second)
Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used:
	DAMAGEDELAY=# 		// Delay in seconds (decimal) until a direct damage spell deals its damage
Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast:
	RECOVERYDELAY=# 	// Delay in seconds (decimal) until player can cast another spell
Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items:
	ITEMSINTERRUPTCASTING=1 	// If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled.
All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay
All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery
Reagent checks and skill-check now take place AFTER the spellcast animation, not before!
Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 )
Overhauled spell sound FX and VFX for for all spells
Players can no longer cast spells while holding items on the cursor
Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack
Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill
Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them
Fixed an issue where Telekinesis spell would not set off traps on containers properly
Added additional FX for Teleport spell played at player's original location before the teleport took place
Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable
Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill
Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel:
	dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5
		The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner
Fixed an issue where the Create Food spell attempted to create an invalid item
Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer)
Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer)
Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values
Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill
Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints
Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility
Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells
Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops
Fixed an issue where Hirelings wouldn't always immediately start following their new owners
Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue
Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15
Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value
Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide
Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax:
	myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) 	// supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor
Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
Xoduz
f506335c56 Runebooks and misc fixes
Fixed a bug with PACKITEM tag which seeped in with previous commit, which could cause a server crash due to incorrect handling of the tag data
Blank recall runes will no longer have a tooltip with the world the runes were marked in
A west-facing rune with item ID 0x1f17 has been added to represent blank, unmarked runes. This is now the rune that vendors sell, and which can be added through the magic-portion of the 'add menu. Upon being marked by a Mark spell, the rune will change ID to the north-facing one with ID 0x1f14. This is to accommodate the Inscription crafting skill, which will use the blank 0x1f17 runes as a crafting resource.
Inscription skill can now be used to craft Runebooks. In addition to the skill requirement (min 45.0 Inscription), it requires 8 blank scrolls, 1 blank recall rune, 1 Recall scroll and 1 Gate Travel spell.
Added new item type - IT_RUNEBOOK (49)
Added new item definition for Runebook ([runebook]) to dfndata/items/magic/misc_magic.dfn
Integrated a version of the Runebook JS script rewritten from scratch to support all the features that ~pub15 era Runebooks did, including dropping runes and Recall scrolls on the books, recalling/gating directly from the spell icons in the Runebook, and more.
Max charges for a newly crafted Runebook ranges from 5 to 10 depending on the Inscriber's skill (if rank system for crafting is enabled), and is stored in the book's direction property
Newbie/blessed items will now have [Blessed] displayed in the item tooltip
Ghosts can no longer "speedhack" by spamming the tab button to go in and out of combat rapidly
2021-07-31 20:10:23 +08:00