Commit graph

164 commits

Author SHA1 Message Date
Dragon Slayer
d86725cd43 feat(magic): support configurable spellbook expansions
Make spell and spellbook ranges data-driven so custom schools can extend beyond the original Magery limits.

- add SPELLBOOKDATA persistence and use configured spell/scroll ranges across book lookup, display, packets, scroll drops, and casting
- load spell definitions by their highest configured ID and widen spell IDs through core and JavaScript event paths
- support section-based custom reagents with optional amounts and colors, including JavaScript inspection
- add script-owned temporary effects with pause, resume, removal, and expiration callbacks
2026-07-22 16:01:21 -05:00
Xoduz
9f768a467c Fixed issue with NPCs returning to bounding box, added new Character JS properties
- [ADD] The original spawn location is now stored for NPCs when they spawn
- [ADD] Added new character JS properties: .spawnX, .spawnY and .spawnZ. These are primarily used to store original spawn location of NPCs.
- [FIX] Fixed an issue where NPCs would fail in many cases to pathfind back to their bounding box after leaving it. They now pathfind back to original spawn location instead.
2026-04-27 04:12:54 +08:00
Dragon Slayer
43b240c463 Update cChar.cpp 2026-03-12 01:18:18 -05:00
Dragon Slayer
ea214d8b55 Added new priv 2026-03-08 18:17:11 -05:00
Dragon Slayer
5da7266503 New Functions and Script Tag
[ADD] Added new DFN tag for spawn regions: ADDSCRIPT
Allows region-based scripts to be attached and executed on spawn events
[ADD] Added new script events:
onSpawn — triggered when an object or character is spawned via a spawn region script
onKill — triggered when a character kills another character
[UPD] Updated documentation to include the new script events and DFN tags
2026-02-18 12:56:17 -06:00
Dragon Slayer
59f4a2e654 fixes 2026-01-17 18:32:08 -06:00
Dragon Slayer
ed0b525ae2 added document headers 2026-01-17 12:22:34 -06:00
Dragon Slayer
8c489e54d0 Weather Changes 2026-01-17 11:33:17 -06:00
Dragon Slayer
6ed54b1c2d List of JS Updates Part 2
- [UPD] updated documents was missing .karmaLock
- [FIX] Fixed potion.js had decay when should of been decable.
- [UPD] Updated many JavaScript scripts to use consistent socket naming — standardized all instances to pSocket instead of variations like psock or socket.
- [FIX] Fixed Shrine Script to use the correct karmaLock instead of karmaLocked.
- [ADD] Added null socket checks in scripts to prevent crashes when socket is unavailable.
2025-11-11 17:14:48 -06:00
Xoduz
bcf1ba09a4 Merge branch 'Guild-Methods' of https://github.com/DragonSlayer62/UOX3 into pr/362 2025-08-05 04:06:07 +08:00
Xoduz
3c4b014d92 Guild-specific updates
- [ADD] Integrated FindGuildId( const CGuild* ) in guild relation functions for better JS mapping (Thanks to Xuri for the base implementation)
- [ADD] Added new JS Function:
 - CreateNewGuild() // Returns the guild object for further setup
- [ADD] Added new Guild JS Methods: .AddMember( targChar ), .AddRecruit( targChar ), .RemoveRecruit( targChar ), .RemoveMember( targChar ), .RecruitToMember( targChar ), .IsAtWar( targetGuild ), .IsAlly( targetGuild ), IsNeutral( targetGuild )
	Added documentation entries for all new guild/character functions and methods
- [ADD] New JS Event that triggers when GUILD button in paperdoll is pressed:
 - onGuildButton( mChar )
- [ADD] Added new Guild JS Property: .id (guild number)
- [ADD] Added new Character JS Property: .guildNumber
- [UPD] Updated Guild JS Methods and renamed them:
 - Renamed .NewMember( trgChar ) to .AddMember( trgChar )
 - Renamed .NewRecruit( trgChar ) to .AddRecruit( trgChar )
 - Renamed .GuildIsAtWar( targetGuild ) to .IsAtWar( targetGuild )
 - Renamed .GuildIsAlly( targetGuild) to .IsAlly( targetGuild )
 - Renamed .GuildIsNeutral( targetGuild ) to .IsNeutral( targetGuild )
- [UPD] Removed Character JS Method .CheckGuild(). Can be checked via .guild and/or .guildNumber properties
- [UPD] 'get command can now be used to fetch guild information for characters. Example: 'get guild / 'get guildnumber
- [UPD] Updated 'add item sectionID command to support optional amount. New syntax: 'add item sectionID amount
- [FIX] Fixed an issue with 'wholist command where characters with serials in the millions would not show up in the list
2025-08-05 04:05:43 +08:00
Xoduz
0f2eae5fb3 Server crash fix on worldfile load and timer fixes
- [FIX] Fixed a crash during loading of worldfiles caused by an issue with how certain timers (summon/peacemake) were saved and loaded
- [FIX] Fixed an issue where murder decay rate was not loaded properly for characters
- [FIX] Fixed an issue where summoned creatures with "scared animal" AI would try to escape from their summoner
2025-07-30 06:18:46 +08:00
Geir Ove Alnes
d5094195d4
Merge branch 'develop' into Pet-Bonding 2025-07-04 03:59:21 +08:00
Xoduz
2e0af73968 Poison fixes
Fixed an issue with poison damage in combat where the poison resist of the attacker was checked instead of that of the defender
Fixed an issue where the poison details in tooltip of an item would only be visible when equipped, and not visible when kept in backpack
Fixed an issue where if a weapon was destroyed due to corrosion damage, it would not unset the poison strength on the character who wielded it
Added new Character/Item property to track the source (serial) of poison applied to an object. This is available as a JS Char/Item property:
	.poisonedBy // serial of character who applied poison to an object. Set to 0xFFFFFFFF/SE_INVALIDSERIAL() to clear
Updated all code and scripts related to setting/unsetting poison effect on objects to also update the .poisonedBy property
Serial of character who poisoned a character who died while poisoned is now stored on the corpse
Added third optional parameter to Character JS Method .SetPoisoned() that can be used to specify source char of applied poison. New syntax:
	.SetPoisoned( poisonLevel, wearOffTime[, poisonSourceChar ])
2025-07-04 01:17:04 +08:00
Xoduz
98596b9f78 Some minor fixes and updates
Updated UOX3 & JS documentation
Added new JS command: 'seeryell [text] // broadcast message to all with seer privs or higher privs
Added new privilege flag for characters:
	0x20000 - Seer (Character is a Seer)
Fixed an issue where Young players could not direct hirelings to attack valid targets (js/npc/ai/hireling.js)
When buying items from NPC shopkeepers worth more than the BUYTHRESHOLD in uox.ini, the player's backpack is first checked for the required amount of gold, before their bankbox is checked. A new message is displayed about any gold withdrawn from player's bank.
When selling items to NPC shopkeepers that are worth more than the BUYTHRESHOLD in uox.ini, the gold is now deposited directly into the player's bankbox, instead of to their backpack. A new message is displayed about any gold deposited to the player's bank.
Fixed an issue with Shopkeeper AI (js/npc/ai/shopkeeper.js) where the NPC would incorrectly assume player was member of the same NPC guild as them, and provide them with an unwarranted bonus to trade prices as a result
Fixed an issue that prevented players from being able to apply poison to weapons (js/skill/poisoning.js)
Fixed incorrect NPC spawn entry in Khaldun spawn region DFNs: spectralarmour -> spectralarmor
Added entries for Orc Caves/Khaldun to GM travel menu (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn)
Fixed an issue that sometimes prevented admin characters from seeing offline GMs
Added support for reading SKILLCAPSINGLE ini setting with GetServerSetting() JS function
Fixed issue where animal trainers would give players a random ostard when buying a desert ostard (js/npc/pets/static_ostard.js and dfndata/items/misc/mount-statues.dfn)
Added DFN entries for additional ostard-mount-statues (not sold by animal trainer) that can give user a random ostard, forest ostard or frenzied ostard respectively (dfndata/items/misc/mount-statues.dfn)
Player pets are no longer safe from being attacked from monsters. This also addresses an issue with tamed pets being able to freely attack monsters if player gets the monster's attention first and then kites the monster around while pet kills it. Now monster will properly re-focus to nearest attacker (including pets) if original target is too far away
Fixed incorrect command-levels for GMs for hard-coded commands listed in commands.dfn
Added support for specifying minEra,maxEra value pair for teleport locations in js/teleport.scp. These can be used to define the minimum and maximum era a given teleport entry should be active for. The values for these default to -1, unless otherwise specified. Updated teleport entry format:
	sourceX, sourceY, sourceZ, targX, targY, targZ, [sourceWorld, targWorld[, minEra, maxEra]]
Updated teleport entries for Yew <-> Heartwood to only be active for ML era shards and above (js/teleport.scp)
Updated regions for Moonglow and Skara Brae to properly cover dock areas (dfndata/regions/regions.dfn)
Added missing dictionary entries related to poison/corrosion update
Added some missing details for poisoning skill (js/skill/poisoning.js) and arms lore skill (js/skill/armslore.js)
Added missing details for 'tweak (js/commands/targeting/tweak.js), 'get and 'set (js/commands/targeting/get.js and set.js) commands related to poison charges and poison strength on items
Updated poison strength of poison elementals [poisonele] from 4 to 5 (dfndata/npc/elementals.dfn)
Fixed an issue with Spawner Object Editor where state of "Use Spawnlist" checkbox would not be read correctly if no "Spawner Type" radio buttons were selected (js/server/misc/spawner_editor.js)
2025-07-02 03:11:29 +08:00
Xoduz
e38be292e3 0.99.6d
Cleaned up an issue with last commit where wrong npclists were used in some spawn regions
Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven
Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting)
Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn)
Fixed an issue where the displayed HP of an equipped item would not update correctly
Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting
Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles:
	onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile
	onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile
Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: 	GetApproxDist( Point3_st a, Point3_st b )
	GetApproxDist( CBaseObject *a, CBaseObject *b )
Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters.
Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin:
	ADMIN - command level 10
	GM - command level 9
	SEER - command level 7
	CNS - command level 4
	PLAYER - command level 0
Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges.
Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js)
Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world
UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
Xoduz
30ddfefd51 Small update
Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168
Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js)
Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds.
Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js)
Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent
Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn)
Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn)
Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax:
	ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL
Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag:
	GET=# // Inherit a specified spawn region
Added spawn region for animal trainer vendor in Vesper stable
Added spawn region for fur trader/tanner vendors in The Best Hides of Britain
Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain
Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area)
Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae
Added spawn regions for stables, tailor and blacksmith inside Castle British
Added spawn regions for mage shops, mage guilds and farm houses in Moonglow
Added spawn regions for misc vendors and townfolk in multiple cities
Added spawn regions for Fire Island
Updated spawn regions for Dagger Isle/Ice Island
Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands
Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain
Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands
Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file
Added reagent spawns in overworld spawn regions in Britannia/Lost Lands
Added special reagent spawns in swamp areas
Added additional overworld spawn regions in Britannia/Lost Lands
Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs:
	Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches
	New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower
Updated size and positions of some existing overworld spawn regions
Fixed incorrect spawn region size for small island south of Trinsic
Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js)
Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js)
Added teleport locations within Khaldun dungeon (js/teleport.scp)
Added custom AIs to existing NPC spawning in Khaldun dungeon:
	Ancient Lich (summons other undead, and can turn into one of them for disguise)
Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs:
	[tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal)
	[shadowfiend] -> Shadowfiends (seek out and reveal hidden players)
	[zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants)
	[cursed] -> Cursed (male/female variants)
	[spectralarmor] -> Spectral Armor
Added DFN entries for new (named) NPCs spawning in Khaldun dungeon:
	[lysander_gathenwale] -> Lysander Gathenwale
	[grimmoch_drummel] -> Grimmoch Drummel
	[morg_bergen] -> Morg Bergen
	[tavara_sewel] -> Tavara Sewel
Added new NPC DFN entries:
	[leatherworker] -> alias for male/female leatherworker vendors
	[mapmaker] -> alias for male/female mapmaker vendors
Added new Race DFN entries:
	[RACE 29] -> Cursed (enemies of RACE 30)
	[RACE 30] -> Zealots (enemies of RACE 29)
Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn)
Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy
Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon
Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js)
Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used
Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js)
All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs.
The 'regspawn GM command now supports a new parameter called "max". Updated command syntax:
	'regspawn # // perform a single respawn cycle in a specific spawn region
	'regspawn all // perform a single respawn cycle across all spawn regions
	'regspawn max // respawn ALL spawn regions to MAX capacity in one go
Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs):
	MAXNPCAGGRORANGE=10
Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range.
Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event
Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character:
	HIDEFAMEKARMATITLE (0x10000)
NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range
Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js)
Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!)
Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!)
Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number
onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat
Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value
Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*)
Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands
	cabbages (js/server/resource/cabbages.js)
	canteloupes (js/server/resource/canteloupes.js)
	carrots (js/server/resource/carrots.js)
	garlic (js/server/resource/garlic.js)
	gourds (js/server/resource/gourds.js)
	honeydew melons (js/server/resource/honeydewmelon.js)
	onions (js/server/resource/onions.js)
	pumpkins (js/server/resource/pumpkins.js)
	squashes (js/server/resource/squashes.js)
	turnips (js/server/resource/turnips.js)
	watermelons (js/server/resource/watermelon.js)
Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location
Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn)
Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn)
Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers
Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these
Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self
Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character
Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!)
Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js)
Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js)
Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain
Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off.
Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap")
Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel
Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 09:04:16 +08:00
Dragon Slayer
1fbd210ad0
Merge branch 'develop' into Pet-Bonding 2025-06-03 18:13:56 -05:00
Xoduz
dcf10ed540 More timer-related tweaks
Got rid of the Overflow() function, which no longer serves a purpose after timers have been upgraded from uint32_t to uint64_t
Unified usage of TIMERVAL (UI64) and TVAL (also UI64) across code base; now only TIMERVAL is used
Updated BuildTimeValue() function parameter from R32 to R64
Updated casting of values passed into BuildTimeValue() across source base
Updated JS Timers and Temp Effects to support starting, saving and loading very long term effect timers; no more 49 days upper limit
Ninja fix for new items added to a container appearing underneath other items in the container instead of over
2025-05-31 01:47:47 +08:00
strattond
91dd763409 Change from 32 bit to 64 bit timer 2025-05-27 08:40:00 +10:00
Dragon Slayer
7b66a3c1c8 Update 2025-05-18 15:05:38 -05:00
Xoduz
8394c056c1 WIP
WIP
2025-05-10 18:27:06 +08:00
Xoduz
73a62292d6 NPCLIST spawning, NPC definitions
Fixed some issues that prevented NPCLISTS containing other NPCLISTS and/or weighted NPCLISTS from working correctly
Updated spawn regions and NPCLISTS used for Yew/Cove orc forts to provide a better mix of weak/strong orcs, and fewer ettins
Fixed an issue where Yew/Skara brigand camp used a duplicate spawnregion ID, causing no NPCs to spawn
Added humanoids_t2a.dfn, with T2A-specific definitions for orcs, ratmen and lizardmen, with some stat adjustments
Updated NPC definitions for orcs, ratmen and lizardmen with placeholder GET tags for different eras, pointing to nearest available era definition
Updated NPC definitions for [kappa], [yomotsuelder], [yomotsupriest] and [yomotsuwarrior] with placeholder GET tags for different eras, all pointing to SE definition for now
Updated NPC definitions for [yamadon], [rajiu], [bakekitsune] with placeholder GET tags for different eras, all pointing to SE definition for now
2025-05-02 00:02:14 +08:00
Xoduz
f9afdbbfa3 Update cChar.cpp
Attempt to fix cross-platform issues with lastOn validation code
2025-04-27 10:16:21 +08:00
Xoduz
b129521c9e Wholist updated, menus to manage npcs and spawn objects, misc
Revamped 'wholist GM command entirely in JS, now comes with filters for names, online/offline status, sorting by name or last online date, quick-buttons to tweak/teleport/inspect, etc. Updated syntax:
	'wholist [on]
	'wholist off
	'wholist force
	Also available under alias 'playeradmin, with the same parameters
Added new JS command for GMs to assist managing NPCs, using updated wholist menu as basis: 'npcadmin
Added new JS command for GMs to assist managing object-based Spawners, using updated wholist menu as basis: 'spawnadmin
Exposed the following character properties to JS engine:
	.lastOn // String-formatted timestamp of last time character was oniline
	.lastOnSecs // Timestamp of last time character was online, expressed as seconds since Unix epoch
Added some validation (and re-synching) of lastOn vs lastOnSecs player character properties - only active when running in debug mode
Updated onBoatTurn JS Event to support a 4th parameter - a reference to the boat's tillerman:
	onBoatTurn( iBoat, oldDir, newDir, iTiller )
Added (missing from last commit) JS Method for boats to fetch tillerman reference: .GetTiller()
Updated JS Docs with details about onBoatTurn JS event, .GetTiller() method and .lastOn/.lastOnSecs properties
Added some console output with details about time taken for each regionspawn cycle
Added some new tiledata override entries for some tiles (stairs/platforms) missing NoShoot flag in some older clients (dfndata/maps/tiles.dfn)
2025-04-27 09:18:09 +08:00
Xoduz
5fbeb04f2b Misc Fixes and Updates
Added support for MAXWEIGHTBONUS DFN tag for races, to allow increasing weight that can be carried by specific race, and a new GetWeightMax() code function to do the necessary calculations on demand
Updated [default race bonuses] UOX.INI section with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn):
	HUMANMAXWEIGHTBONUS=0
	ELFMAXWEIGHTBONUS=0
	GARGOYLEMAXWEIGHTBONUS=0
Added support for ALLSKILLSG and ALLSKILLSL DFN tags for races, which allow defining skill bonus or loss across all skills for a given race
Added new Character JS Method for adding skill points without triggering skillchange JS Events:
	.AddSkill( skillID, skillAmt, triggerEvents[true/false] )
Added new Boat JS Property to allow getting/setting movement types for Boats via scripts:
	.moveType // See UOX3 JS Engine Docs > JS Object Properties > Multi Properties for a detailed list of all supported movement types
Added new Boat JS Method to allow turning boats via scripts:
	.TurnBoat( turnDir ) // 0 = straight (no turning), 1 = turn left, 2 = turn right, 3 = flip around
Updated IterateOver/OnIterate JS Function/Event to support passing in optional socket parameter. New syntax:
	IterateOver( objectType[, socket ]);
	.OnIterate( sourceObject, targetObject, socket )
Updated Character/Item JS Method .Refresh() to support an optional socket argument, to specify which player to refresh the object for. New syntax:
	.Refresh( [socket] )
Added support for new region setting that can define a region as disabled/enabled via DFN (tag) or script (JS property). Disabled regions will be ignored by UOX3:
	DISABLED=0/1 // Region DFN tag
	.isDisabled // Region JS Property
Fixed issue where JS tags and temporary JS tags would not be copied over when duplicating a character or item
Removed strength requirements from base shield definitions - stats like these are handled per era (dfndata/items/gear/armor/base_armor.dfn)
Fixed an issue where necromancer newbie armor would incorrectly inherit base versions of leather armor without stats (dfndata/items/gear/armor/leather_armor/leather.dfn)
Fixed an issue where players would not correctly leave combat after hiding (js/skill/hiding.js)
Fixed an issue with Healing skill where skill-checks for healing/veterinary would fail due to a misspelled variable (js/skill/healing.js)
Updated smart-turn furniture script to prevent players from being able to turn furnitures that are occupied by characters (js/server/misc/furniture_smartturn.js)
Updated Buff-bar script to only add buffs for client versions higher than 5.0.2, the client patch where this feature was added (js/server/network/0xDF_buffBar.js)
Updated Vendor BDO Dispenser script to add alternative reward-table for AoS era (js/npc/ai/vendor_bdo_dispenser.js)
Cleaned up some code (spaces to tabs, indentation, spacing)
2025-04-23 00:01:53 +08:00
Geir Ove Alnes
3d1ea6ac00
Merge branch 'develop' into AOS-Properties-Regenation 2025-04-20 07:10:35 +08:00
Xoduz
82f473f00a Rework of passive stat regeneration
Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races
	Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration:
		HEALTHREGENBONUS=# 	// 10 bonus points equates to 0.01 extra hp regen per second, independent of era
		STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second
		MANAREGENBONUS=# 	// 10 bonus point equates to 0.1 extra mana regen per second
		...also available as JS Properties:
			.healthRegenBonus
			.staminaRegenBonus
			.manaRegenBonus
	Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana
	Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles.
	Added new UOX.INI settings under [Skills and Stats] section:
		HEALTHREGENMODE=1 	// 0 = no passive health regen, 1 = default passive health regen
		STAMINAREGENMODE=1 	// 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond
		MANAREGENMODE=1 	// 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond
		HEALTHREGENCAP=#  	// Max cap for Health Regeneration Bonus stat per character
		STAMINAREGENCAP=# 	// Max cap for Stamina Regeneration Bonus stat per character
		MANAREGENCAP=#		// Max cap for Mana Regeneration Bonus stat per character
	Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn):
		HUMANHEALTHREGENBONUS=0 	// default health regen bonus for human race (2 from ML expansion onwards)
		HUMANSTAMINAREGENBONUS=0 	// default stamina regen bonus for human race
		HUMANMANAREGENBONUS=0 		// default mana regen bonus for human race
		ELFHEALTHREGENBONUS=0 		// default health regen bonus for elf race
		ELFSTAMINAREGENBONUS=0 		// default stamina regen bonus for elf race
		ELFMANAREGENBONUS=0 		// default mana regen bonus for elf race
		GARGOYLEHEALTHREGENBONUS=0 	// default health regen bonus for gargoyle race
		GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race
		GARGOYLEMANAREGENBONUS=0 	// default mana regen bonus for gargoyle race (2 from SA expansion onwards)
	Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era
	Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor)
		These properties are defined per armor piece using the first and second bits of the MORE property:
			MORE=0x1 0x0 0x0 0x0 // Medable Armor
			MORE=0x0 0x1 0x0 0x0 // Mage Armor
		The following armor types have been marked as medable by default:
			leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks
	Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false)
	Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor
	Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode
	Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini)
	Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID
	Added new Getters/Setters for CRace class to retrieve ID of a specific Race object
	Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index
	Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
Geir Ove Alnes
b0d538b929
Merge branch 'develop' into Tithing 2025-03-10 04:54:07 +08:00
Dragon Slayer
34064c30c5 update tithering 2025-03-08 21:10:37 -06:00
Dragon Slayer
f0ed9eea60 Added Tithing 2025-03-08 16:34:37 -06:00
Dragon Slayer
426f816cf8 Added Luck
Added Changelog for Luck
Added Document for Luck
2025-03-08 15:43:24 -06:00
Dragon Slayer
9c7217cd80 Damage Increase
Damage Increase Property increase damage by a percentage
2025-02-23 17:11:14 -06:00
Dragon Slayer
024fe8211a Update cChar.cpp 2025-02-19 15:18:12 -06:00
Dragon Slayer
b565183ca5 skil fix 2025-02-19 15:08:34 -06:00
Dragon Slayer
38e108eec1 Update cChar.cpp 2025-02-10 23:21:42 -06:00
Dragon Slayer
6b1a73d4e8 Single Skill Cap
Single Skill Cap
2025-02-10 11:17:51 -06:00
Dragon Slayer
1578223ed1
Merge branch 'develop' into checktimesincelastcombat-function 2025-01-29 09:07:07 -06:00
Dragon Slayer
5541dab3a2 Fixed Tabs 2025-01-28 20:05:53 -06:00
Dragon Slayer
c0c6455c9b
Merge branch 'develop' into onquip-fix 2025-01-28 20:02:16 -06:00
Dragon Slayer
4eb0033ddf
Merge branch 'develop' into checktimesincelastcombat-function 2025-01-28 19:51:18 -06:00
Geir Ove Alnes
a3dd706b4e
Merge branch 'develop' into Karma-Locking 2025-01-28 17:22:29 +08:00
Geir Ove Alnes
8561105fd3
Merge branch 'develop' into onquip-fix 2025-01-28 15:46:10 +08:00
Dragon Slayer
be72c74ff9
Merge branch 'develop' into checktimesincelastcombat-function 2025-01-27 21:17:26 -06:00
Geir Ove Alnes
276fae3eed
Merge branch 'develop' into special-moves 2025-01-27 02:33:51 +08:00
Geir Ove Alnes
4fb3d038a0
Merge branch 'develop' into Swing-Speed-Increase 2025-01-25 23:55:45 +08:00
Geir Ove Alnes
7aa2e8711f
Merge branch 'develop' into special-moves 2025-01-25 17:41:40 +08:00
Geir Ove Alnes
d002b87a9b
Merge branch 'develop' into leech-aos-propties 2025-01-25 16:36:20 +08:00
Geir Ove Alnes
c3f153ff3c
Merge branch 'develop' into Hit/Defense-Chance-Bonus 2025-01-25 15:56:06 +08:00
Dragon Slayer
df556d9d7b Fixed
Fixed swingspeed to set all settings in base object because works in items and chars.
2025-01-21 22:03:04 -06:00