Commit graph

89 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
Dragon Slayer
a966698b35
Merge branch 'develop' into Quest-Core 2026-03-12 10:23:34 -05:00
Dragon Slayer
83d559d5b5 Updates/Changes
- [ADD] Added nonMouseClickEvent boolean parameter to onCharDoubleClick() so scripts can detect non-mouse/client-generated character double-click events.
- [ADD] Added new onPaperDoll() JavaScript event for handling paperdoll opening separately from onCharDoubleClick().
- [UPDATE] Updated dismountetherealmount.js, petbonding.js, cow_tipping.js, and mount_restrictions.js for the new onCharDoubleClick() event signature.
- [UPDATE] Updated scripting docs, definitions.d.ts, and event metadata for onCharDoubleClick() and onPaperDoll().
- [FIX] Fixed cases where onCharDoubleClick() scripts could unintentionally react to non-mouse/client-generated self double-click events.
2026-03-08 00:35:13 -06:00
Dragon Slayer
b8e972666a core changes 2026-03-06 14:50:34 -06:00
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
Xoduz
2ae1b42c08 Event Manager, onScriptLoad, onStart, FindItemBySection
- [ADD] Added new JS Event that runs once for all scripts after shard has fully started up:
  - onScriptLoad()
- [ADD] Added new JS Event that runs for all instances of scripts attached to objects after shard has fully started up:
  - onStart( myObj ) // myObj can be a Character, Item or TownRegion
- [ADD] Added new JS Function to find nearest item with a specific section ID at a given location:
  - FindItemBySection( x, y, z, world, sectionId, [instanceId] )
- [ADD] Added new Event Manager system that initializes on shard startup, which listens to event registrations from other scripts and schedules these events to be run once, a number of times with an interval, or recurring on specific day(s)/time of the week. See UOX3 documentation for full details. System can be enabled or disabled via a new setting in uox.ini:
  - EVENTMANAGERSYSTEM=0/1 // Defaults to enabled
- [ADD] Added a global JS constant to detect in scripts whether UOX3 runs in debug mode:
  - UOX_DEBUG_MODE // Ex: if( UOX_DEBUG_MODE )
- [FIX] Fixed an incorrectly named socket variable in js/item/potion.js
2026-02-07 19:11:59 +08:00
Xoduz
00b50a4123 Extended DoMovingEffect, Updated GetSpawnRegions, Added showspawnregions command
- [ADD] Added new GM command 'showspawnregions (js/commands/targeting/showspawnregions.js) which will visualize all spawn regions within range of targeted location for a short duration
- [ADD] Added new GM command 'spawnregionadmin (js/commands/spawnregionadmin.js) which shows a filterable list of all spawn regions in the game. Clicking the name of the spawn region in the menu will open up the tweak menu for said spawn region. Note that all changes done to spawn regions are temporary in nature, and only last until the next server restart (where it again reads from spawn region DFN files)
- [UPD] Updated 'tweak command to support modifying (temporary) of Spawn Regions. Can be accessed via spawnregionadmin command
- [UPD] Extended JS Function DoMovingEffect to support another optional parameter, a flag to specify if effect is stationary (true) at source location or not (false, default). Updated syntax:
  - DoMovingEffect( srcObject, trgObject, effect, speed, loop, explode, [hue], [renderMode], [stationaryFX] )
  - DoMovingEffect( srcObject, targX, targY, targZ, effect, speed, loop, explode, [hue], [renderMode], [stationaryFX] )
  - DoMovingEffect( srcX, srcY, srcZ, targX, targY, targZ, effect, speed, loop, explode, [hue], [renderMode], [stationaryFX] )
- [UPD] JS Function GetSpawnRegion has been split into two, one that accepts a singular spawn region ID param, and one that accepts coordinates for a location and returns all spawn regions found there:
  - GetSpawnRegion( spawnRegionID ) // Returns reference to specificed spawn region
  - GetSpawnRegions( x, y, worldnumber, instanceID ) // Returns list of references to all spawn regions at specified area
- [UPD] IterateOverSpawnRegions JS function now supports an optional socket parameter, which becomes available as a parameter in OnIterateSpawnRegion event if included
- [FIX] Fixed an issue with Spawn Region JS Objects where the .y1 property would return the same value as .x2
- [FIX] Fixed an issue with js/npc/pets/petbonding.js that prevented successful script compilation
2026-02-03 06:50:42 +08:00
Xoduz
6cebb9f84f Misc minor cleanup of dictionaries, some script and source files
- [FIX] Fixed missing/duplicate/inconsistent entries in dictionary files
- [FIX] Fixed a socket validation in js/item/magic_armor_equipeffects.js
- [FIX] Fixed some incorrect dictionary IDs in js/server/resource/pitchers.js
- [UPD] Minor cosmetic cleanup of a couple of script and source files
2026-01-31 18:51:53 +08:00
Xoduz
4a0b678787 Implementation of speedhack anti-cheat system
- [ADD] Introduction of speedhack anti-cheat system which can detect when players are moving faster than intended and throttle them (default) while also allowing custom reactions via JS events. This system is governed by the following new settings in [anticheat] section of uox.ini:
  - SPEEDHACKDETECTION=1 // Enables/disables speedhack detection system
  - SPEEDHACKTHROTTLEPENALTY=2000 // Movement throttle penalty (in ms) applied when speedhack is detected
  - SPEEDHACKMAXDEBT=350 // Max movement debt (in ms) player can accumulate before throttling occurs
  - SPEEDHACKMAXDEBTAVG=0.5 // Max (moving) average debt as a factor of SPEEDHACKMAXDEBT player can accumulate before triggering logging for suspicious activity
  - SPEEDHACKMAXCREDIT=-75 // Movement credit (in ms) that acts as buffer for regular players against jitter, lag, etc
  - SPEEDHACKGRACETHRESHOLD=2000 // Grace threshold to handle large server/network lag spikes.
- [ADD] Added new JS Events that allow reactions to detection/suspicion of speedhacking:
  - onSpeedHackDetection( pChar, deltaTime ) // Triggers when a player has crossed max threshold for speedhack detection
  - onSpeedHackSuspicion( pChar, rawMoveDebt, deltaTime ) // Triggers when a player has consistently crossed threshold for speedhack suspicion
- [ADD] New JS Socket Properties:
  - .moveDebt // Accumulated time debt in ms indicating whether player's movement packets arrive early (potential speeding) or late (lag)
  - .moveDebtAvg // Accumulated time debt in ms, on average over at least 100 samples
  - .moveBurstAllowance // Number of upcoming movement steps that will be processed without incurring debt or penalty
  - .nextMoveTime // Timestamp in ms for when next valid movement packet is expected to arrive
- [ADD] Added new system timers for Sockets and exposed to JS:
  - TIMER.SPEEDHACKPENALTY // Time until next time player is allowed to move after getting throttled by anti-cheat
  - TIMER.SPEEDHACKLOGGED // Time until next time suspicious speed-hack related behavior is logged
- [FIX] Fixed a 20+ year old movement desynch bug that would cause players to start rubberbanding after taking ~255 steps
- [UPD] Updated UOX3 and JS documentation with entries related to the new anti-cheat system,
- [UPD] Updated dictionary files with new system message for anticheat, and addressed some duplicate ID issues
2025-12-13 01:31:17 +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
strattond
2e18133026 Merge remote-tracking branch 'origin/develop' into feature/GECKO20b12_2011022218_RELBRANCH 2025-07-10 09:02:58 +10:00
strattond
afc59dd0a9 Merge from origin/develop. Fix compile error in cScript.cpp 2025-07-04 08:39:28 +10:00
Geir Ove Alnes
d5094195d4
Merge branch 'develop' into Pet-Bonding 2025-07-04 03:59:21 +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
83740cf5d0 Updates 2025-05-18 20:07:19 -05:00
strattond
387e0698a7 Merge from origin/develop 2025-05-14 07:45:50 +10:00
strattond
81bb404972 Merge from origin/develop 2025-05-13 06:58:53 +10:00
Xoduz
8394c056c1 WIP
WIP
2025-05-10 18:27:06 +08:00
Xoduz
223c557e2c Couple of new JS events, crash fix
Added new JS Event that triggers when dismounting
		onDismount( pUser, npcMount )
	Added four new JS Methods for Characters/Items:
		.PauseTempEffect( tempEffectID ) // pauses selected temp effect indefinitely until resumed/killed
		.ResumeTempEffect( tempEffectID ) // resumes selected temp effect, if paused, and extends original effect timer to account for paused time
		.PauseJSTimer( timerID, scriptID ) // pauses JS timer based on provided timerID and scriptID
		.ResumeJSTimer( timerID, scriptID ) // resumes JS timer based on provided timerID and scriptID
	Renamed previously added JS Method RevertEffect to RevertTempEffect	(code change only, script was always the latter)
	Fixed issue that prevented 'xrun command from working (js/commands/targeting/xwalk.js)
	Fixed an exception related to loading in data from jails.wsc on startup
	Fixed an exception related to periodic check/release of prisoners from jail
2025-05-08 00:57:18 +08:00
strattond
6d91f9d7aa Merge from origin/develop 2025-04-30 08:56:23 +10:00
strattond
7665b99769 Merge from origin/develop 2025-04-28 05:54:32 +10:00
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
strattond
fa8d2014c3 Reserved slot cleanup, debug prints 2025-04-06 20:52:27 +10:00
strattond
2089a79b2d Make an attempt to eliminate global object requirement 2025-04-06 16:16:38 +10:00
strattond
9a7257cfcf Move scriptObj from runtime to script and ensure this.script_id and SCRIPT.script_id is accurate 2025-04-04 13:05:16 +10:00
strattond
8d89c1969d Try and fix callbacks 2025-04-02 12:58:23 +10:00
strattond
b590324f15 Compile smash. Fix up function decls, continue exposing RVAL/ARGV 2025-03-27 17:53:11 +10:00
Dragon Slayer
934b0e7073 fix 2025-03-26 23:08:17 -05:00
Dragon Slayer
c01da1617d Update cScript.h 2025-02-22 12:20:28 -06:00
Dragon Slayer
fafa924bed fixed animation
remove oncombathit custom function wasnt needed in uox3 was from distantland
2025-02-22 12:17:49 -06:00
Geir Ove Alnes
276fae3eed
Merge branch 'develop' into special-moves 2025-01-27 02:33:51 +08:00
Dragon Slayer
f46862aacc
Merge branch 'develop' into TurnBoat-Event 2025-01-25 22:26:32 -06:00
Dragon Slayer
dfd702083e tab fixes 2025-01-24 19:27:34 -06:00
Dragon Slayer
e11e2d62c4 fix tabs 2025-01-24 19:14:57 -06:00
Dragon Slayer
062463abf4 Fixed Event
Fixed Oncombathit
2025-01-04 03:42:27 -06:00
Dragon Slayer
aa0c7c04af onTurnBoat Event
Added new onEvent for Uox3 Js
2024-09-27 22:24:08 -05:00
Dragon Slayer
5cd9eb9e27 onAttack/onDefend Updated 2024-08-13 20:15:28 -05:00
Dragon Slayer
affabd2442 New Event
Added OnCombatHit
2024-05-30 21:38:08 -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
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
3ffbb2b07a Misc fixes for stablemaster script
Fixed status window sex flag not being correctly sent for player characters of a Gargoyle nature (Dragon Slayer)
Fixed some issues with static pet scripts (js/npc/pets/*) that would allow players to exceed max number of followers and/or controlslots when buying animals from animal trainer
Updated OnBuyFromVendor, onBoughtFromVendor, onSellToVendor and onSoldToVendor JS Events to include a fourth parameter - iAmount - the number of items bought/sold
Fixed some issues with stabling and claiming pets from animal trainer NPCs (js/npc/ai/stablemaster.js)
2023-05-30 08:14:36 +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
d2980e3962 Update cScript.h 2023-05-21 02:19:13 +08:00
Xoduz
2958e34dbb Updates to PvP ruleset script and associated changes
Added initial pass for supporting Trammel PvP ruleset, which can be applied to and/or customized per facet and optionally overridden per region via js/server/misc/facetRulset.js (Dragon Slayer)
Misc script cleanup and extension of pvp ruleset script to include target handling for Blade Spirits/Energy Vortex, as well as the Provoke barding skill (Xuri)
Added custom AI scripts for summoned Blade Spirits (js/npc/ai/summon/blade_spirit.js) and Energy Vortexes (js/npc/ai/summon/energy_vortex.js) with updated target selection rules (based on target stats) and checks for active pvp ruleset (Xuri)
Added JS Function to check for existence of a JS event in another file (Xuri):
	DoesEventExist( scriptID, eventToCheck )
Updated scripted magic spells to check for facet ruleset before allowing casting hostile and/or beneficial spells on other players (Xuri)
Added new JS Method for Guilds to check if they are "at peace", i.e. NOT at war with any other guilds (Xuri):
	.IsAtPeace()	// Returns true if guild is at peace, and not at war with any other guilds
Added support for triggering onPickup JS event for Characters, and not just items (Xuri)
2023-05-21 02:14:17 +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
Geir Ove Alnes
a2c51a9fb5
Merge branch 'develop' into compile_warn_fixes 2022-11-27 15:37:06 +08:00