Commit graph

159 commits

Author SHA1 Message Date
Dragon Slayer
92b6875eb1 Update cServerData.cpp 2026-06-21 18:01:33 -05:00
Dragon Slayer
08c83bb503 fixes 2026-06-21 17:49:43 -05:00
Dragon Slayer
2f502a7bfc Update 2026-06-05 20:56:46 -05:00
Dragon Slayer
1857c99afb Missed couple settings 2026-05-10 22:31:13 -05:00
Dragon Slayer
fd4697fdd8 update 2026-05-05 21:25:01 -05:00
Dragon Slayer
8027f925ba
Merge branch 'develop' into Player-Vendor-Upgrade 2026-05-05 21:01:20 -05:00
Dragon Slayer
093a1e2c02 Update cServerData.cpp 2026-05-05 20:59:21 -05:00
Dragon Slayer
41cf83bd6b Changes requested 2026-04-19 12:56:36 -05:00
Dragon Slayer
b8e972666a core changes 2026-03-06 14:50:34 -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
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
Dragon Slayer
a5c308782c Update cServerData.cpp 2025-11-02 12:06:37 -06:00
Dragon Slayer
e15c8a9d7e Update cServerData.cpp 2025-11-02 12:01:41 -06:00
Dragon Slayer
759e5d0f3a request changes 2025-11-02 11:56:41 -06:00
Dragon Slayer
f659d12ee1 Update cServerData.cpp 2025-11-02 11:44:32 -06:00
Dragon Slayer
7b922dd021 fixes requested 2025-11-01 14:44:28 -05:00
Dragon Slayer
9b059c551e Merge branch 'develop' into House_Decay 2025-07-19 17:21:38 -05:00
Dragon Slayer
b76c643f27 Update cServerData.cpp 2025-07-05 09:44:26 -05:00
Dragon Slayer
47780fd4cd adjustments 2025-07-04 21:27:57 -05:00
Dragon Slayer
aa32d0443c Update Name 2025-07-03 22:41:47 -05:00
Dragon Slayer
493f98a7b2 update 2025-07-03 19:20:39 -05:00
Dragon Slayer
085c1e3a17 Code Updates 2025-07-03 18:59:38 -05:00
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
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
a50a06a49c INI Setting 2025-05-18 21:56:12 -05:00
Xoduz
b968d780a0 A few more updates
Fixed an issue where onUseUnchecked JS event in envoked scripts (via object ID or type) would never trigger because hard-coded checks would run before envoking script
Added function _restorecontext_() {} to archerybutte.js script (Thanks, DS)
Added new Boat JS Methods to allow turning boats via scripts, and fetching reference to tillerman:
		.GetTiller() // returns item reference to boat's tillerman
Added a fourth parameter to onTurnBoat() JS Event - an item reference to the tillerman.
Updated UOX3 documentation with details on various settings and features
Removed UOX.INI setting ACCOUNTISOLATION, and references to this in documentation - as it did nothing
2025-04-25 09:47:04 +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
Dragon Slayer
69cd5a0501 Updated with new ini 2025-02-23 18:10:20 -06:00
Dragon Slayer
f7ce6c8bac First Submit
Added New status packet  for newer clients that supports, Fire, cold,physical,posion,defense caps,
Also added in so shows the swing speed increrase and hitchanceincrease and defense chance increase
2025-02-22 23:51:56 -06:00
Dragon Slayer
6b1a73d4e8 Single Skill Cap
Single Skill Cap
2025-02-10 11:17:51 -06:00
Geir Ove Alnes
a3dd706b4e
Merge branch 'develop' into Karma-Locking 2025-01-28 17:22:29 +08:00
Dragon Slayer
38f1ee598f Update cServerData.cpp 2025-01-25 09:33:08 -06:00
Dragon Slayer
7e7a42f40b Karma Locking
Added Karma Locking LBR Feature.
2024-12-08 14:55:52 -06:00
Dragon Slayer
3e7e8bccb3 Swing Speed Increase 2024-06-16 01:37:31 -05:00
Xoduz
b45e4bce48 Minor update
Regen function/property names updated to be more in line with existing naming conventions
Fixed an issue where health regen setting would be loaded for both health, stamina and mana when parsing uox.ini
2024-06-08 17:03:16 +08:00
Dragon Slayer
dc287681b8 fixed camelcase 2024-05-26 00:05:03 -05:00
Dragon Slayer
805435ae4b Added INI Caps Settings 2024-05-02 10:20:01 -05:00
Geir Ove Alnes
26a3268758
Update cServerData.cpp 2024-04-27 18:39:25 +08:00
Dragon Slayer
d348c7512d container updates 2024-04-27 05:06:12 -05:00
Dragon Slayer
694764f9ce Added AutoUnequippedCasting 2024-04-20 14:45:53 -05:00
Dragon Slayer
cca8027f48 small tweak 2023-11-30 21:30:17 -06:00
Dragon Slayer
b0ec8c5301 upate 2023-11-30 12:06:03 -06:00
Dragon Slayer
e336f6d088 Merge branch 'develop' into MoonGateFacet-ini-Setting-and-Js-function 2023-11-30 11:53:16 -06:00
Dragon Slayer
3e7109b7b1 client bytes
adjusted both MaxClientBytesOut and MaxClientBytesIn by double there value by defualt settings.
2023-11-28 00:23:12 -06:00