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
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
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
Added JS command to reload dictionaries
'reloaddictionaries
Fixed a server crash related to casting of spells
Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc.
Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names
Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes:
Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack
Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them
Converted all system messages and text messages in stablemaster script to dictionary entries
Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus
Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords)
Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command
Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus
Removed remaining hard-coded banking functionality - all handled by script anyway
Added new context menu option for NPC bankers - Open Bankbox
Updated code handling of context menus to only show context menus when relevant:
Open Paperdoll - Shows for all characters with a paperdoll
Open Backpack - Shows for player's character, pack animals and hirelings
Open Bankbox - Shows for banker NPCs (if within 8 tiles)
Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything)
Added new context menu entries for pets, which can be used if player is within 12 tiles of pet:
Command: Kill
Command: Stop
Command: Follow
Command: Stay
Command: Guard
Add Friend
Remove Friend
Transfer
Release
Added new context menu entries for stablemasters/animal trainers:
Claim All Pets
Stable Pet
Added new context menu entries for Escort Quest NPCs
Ask Destination (if within 3 tiles)
Accept Escort (if within 3 tiles)
Abandon Escort
Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC)
Train [skillName]
Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported:
hire // The hireling will respond with the cost to hire them
dismiss // Replaces the "release" command for pets; will dismiss the hireling
patrol // The hireling will patrol between it's current location and a second targeted location nearby
move // The hireling will try to shuffle out of the way
fetch // The hireling will try to fetch a targeted item
drop // The hireling will drop to the ground all loot they're currently carrying
report // The hireling will report on the remaining time they're hired for
Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus:
HIRELING // No additional value/data needed for tag
Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets:
Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them
Dismiss // Replaces the "release" command for pets, will dismiss the hireling
Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable:
m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate
Added new hireling NPC:
m_paladin, f_paladin
Added new UOX ini setting to enable/disable context menus
CONTEXTMENUS=1/0 (defaults to 1)
Added new Item JS Method to check if an item's ID is on a specified food list
.IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList
Added new OMNIVORE food list and assigned it to [basehuman] DFN section
Added new Character JS Properties
.isGuarded // Gets/Sets whether character is guarded by a pet/hireling
.guarding // Gets/Sets the object (if any) being guarded by a pet/hireling
Fixed multiple issues with health bars, flagging and character highlighting
Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis
Fixed an issue which prevented hard-coded checks from running when using items
Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source.
Properties:
.TIMEOUT // Time until next attack can be done in combat
.INVIS // Time until invisible character becomes visible
.HUNGER // Time until character grows more hungry
.THIRST // Time until character grows more thirsty
.POISONTIME // Time until next tick of poison damage
.POISONTEXT // Time until next message about suffering from poison
.POISONWEAROFF // Time until poison wears off
.SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt
.ANTISPAM // Time until next speech message can be sent (for anti spam purposes)
.CRIMFLAG // Time until criminal flag runs out
.MURDERRATE // Time until next murder count decay
.PEACETIMER // Time until character can re-enter combat after being affected by peacemaking
.FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles
.MOVETIME // Time until NPC can move again
.SPATIMER // Time until next time NPC can cast a spell
.SUMMONTIME // Time until a summoned NPC will vanish
.EVADETIME // Time until an NPC will exit evade state
.LOGOUT // Time it takes for a player char to vanish after logout
Examples of use:
var hungerTimer = myChar.GetTimer( Timer.HUNGER )
myChar.SetTimer( Timer.HUNGER, 15000 )
Added new Character JS Methods to add, remove and list friends of a pet/hireling:
.AddFriend( playerToAdd ) // Adds player to friend list
.RemoveFriend( playerToRemove ) // Removes player from friend list
.GetFriendList() // Gets list of friends
.ClearFriendList() // Clears list of friends
Added new Character JS Method to fetch a player character's list of pets/followers
.GetPetList() // Gets list of pets/followers
Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated:
GenericList< CChar * > petOwnerList
Added new Character JS Method to check if a player is on a pet's owner list as a previous owner:
.HasBeenOwner( mChar )
Previous owners of a pet can re-tame it with guaranteed chance of success
Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players
Added character tooltip [Guarded] for characters being guarded by a pet/hireling
Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely
Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal
Pets/hirelings can no longer be transferred to dead players
Pets/hirelings can no longer be transferred to NPCs
Summoned creatures can no longer be transferred to other players
Summoned creatures can no longer have friends
Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player
Added new UOX.INI settings to control how many pets players can have active:
MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0
MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled
MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame
Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player:
UI08 controlSlots // source property
CONTROLSLOTS=# // DFN tag
Added new Character JS properties:
.ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList
.controlSlots // Get/Set number of pet control slots an NPC will occupy
.controlSlotsUsed // Get/Set the number of control slots used by a player
Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties:
deaths
ownerCount (read only)
controlSlots
controlSlotsUsed
Updated NPC DFNs with default CONTROLSLOT=# tags
Increased the max distance from player that onSpeech JS event will trigger from 7 to 12
Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet
Fixed an issue where NPCs could follow characters in different worlds/instances than them selves
Updated default max amount of items that can be sold to NPC vendors from 5 to 250
Guards can no longer train players in skills
Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general
Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist:
[skeletalmage] // variation of [bonemage]
[skeletalknight] // variation of [boneknight]
Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints
Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue)
Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use
Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn):
practice_skinning_knife
practice_hatchet
practice_axe
practice_mace
practice_longsword
practice_spear
practice_bow
practice_club
practice_crook
practice_gnarled_staff
Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff
Pets now inherit the karma of their owners, but revert to their original karma upon release
Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse
Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL):
CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID )
Added ID of Giant Beetle to various pack animal checks
Pack animals will now drop any newbie/blessed items stored in their packs upon death
Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags:
JS Properties
.maxLoyalty // Defaults to 100
.loyalty // Starts at 25
DFN Tags
MAXLOYALTY=# // Defaults to 100
LOYALTY=# // Starts at 25
Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script
Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags:
js/item/archerybutte.js
js/item/trainingdummy.js
js/server/data/combatanims.js
js/server/data/weapontypes.js
Updated archerybutte script to use dictionary for system and text messages
Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score
Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty:
CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system
PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use
PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use
PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max
Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property:
.orneriness
Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control.
Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command
On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting
On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting
Added new Character JS Method to calculate chance of a player successfully controlling the pet:
.CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success
Feeding a pet will now restore its loyalty to maximum
Pets will now lose loyalty on hunger checks when at maximum hunger
Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero
Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature
Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player
Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages
Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages
Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages
Updated item JS scripts (js/item/*) to use dictionaries for all system messages
Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages
Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages
Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc
Updated code to use dictionaries for all system messages
Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting
Added new Character JS Method to make it easier to make one NPC initiate combat with another:
.InitiateCombat( targetChar ) // Character attempts to initiate combat with target character
Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential).
Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations
Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes.
Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages
Added dictionary support for additional languages: Portuguese, Italian, Czech
Updated default dictionaries for the following languages: English, French
Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!)
Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings:
SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech
Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc.
Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses:
ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
Exposed crafting entries to JS engine, along with associated properties from the crafting DFNs:
New JS Object types
CreateEntries // Global JS object containing all item entries loaded from create DFNs
CreateEntry // A specific create entry retrieved from global object. Example:
var createEntry = CreateEntries[7] // Fetches item entry #7 from create DFNs
New CreateEntry JS Properties
id // itemID of item to craft
name // name of item entry from create DFNs
addItem // section header of item to craft from item DFNs
colour // colour of crafted item
sound // sound played when crafting item
minRank // minimum rank value used by rank system to provide variable stats to crafted items
maxRank // maximum rank value used by rank system to provide variable stats to crafted items
delay // delay in milliseconds for crafting to finish
spell // spell ID primarily used when inscribing magic scrolls
resources // list of resources needed to craft item.
resources[n][0] // amount of resource needed
resources[n][1] // resource colour required
resources[n][2] // list of IDs accepted as resource material
skills // list of skills requirements to craft item
skills[n][0] // skillNumber of skill required to craft item
skills[n][1] // minimum skill at which player will always fail to craft item
skills[n][2] // maximum skill at which player will always succeed to craft item
avgMinSkill // average minimum skill required to smelt item
avgMaxSkill // average maximum skill required to smelt item
Fixed a bug with tracking menu that could cause UOX3 to crash when cancelling/closing the menu
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call