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
- [ADD] Added GUMPTYPE for items so you can define custom gumps for containers. if the GUMPTYPE is not on the item or set to 0 it will just use default hardcoded version.
- [UPD] Updated all Item definitions for weapons and armor to always inherit a default set of properties regardless of era. Some eras default to data from other eras, in cases where there's not much difference between them. GETUO, GET2A, GETUOR all point to the definition entries for T2A, while GETTD, GETLBR all point to LBR entries, GETAOS, GETSE point to AOS entries, and GETML and above all point to TOL entries.
- [FIX] Fixed many instances of GET tags pointing to incorrect entries, including some cases that were self-referential, and some duplicate era-specific tags
- [FIX] Fixed some missing variant/aliases for kite/heater shields across all colored armor types
- [FIX] Added missing GETUO tag support in code for Item definitions, which was only defined for NPC definitions previously
- [FIX] System messages about dismissing guild members and broadcasts to guild members about new Guild Master now use the actual name of the character being dismissed/promoted to GM, even if the characters are incognito/disguised
- [FIX] Account system will now save the actual names of characters on the account, even if they are incognito/disguised
- [FIX] Added 'get priv and 'set priv # commands to js/commands/targeting/get/set.js the privilege property for characters
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
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
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
-ARTIFACTRARITY=#
-Artifact Rarity is an item property that is visible on some artifacts and meant to give players an idea of how rare the item is. Items with rarity 1 are supposed to be common while rarity 12 are extremely scarce.
Added new Item DFN tag - SPELLS - which specifies which spells a spellbook starts with, using the following syntax: SPELLS=0x00000000,0x00000000,0x00000000
The existence of a spell from within each circle have specific values (0x1, 0x2, 0x4, 0x8, 0x10, 0x20, 0x40, 0x80), and a combined value of 0xff if all spells in said circle are present.
The first comma-separated value in the SPELLS tag represents spell values for circles 1 to 4, while the second comma-separated value represents the spell values for circles 5 to 8. The third comma-separated value is currently unused.
The last two digits (0x000000##) of the first value in the SPELLS tag represent the combined value of spells from the first circle, the 5th and 6th digits (0x0000##00) spells from second circle, the 3rd and 4th from third circle (0x00##0000), and the 1st and 2nd from fourth circle (0x##000000). Repeat for the second value in the tag, with fifth (last two digits) to eight (first two digits) circle spells.
Examples:
spellbook with only 1st circle spells: SPELLS=0x000000ff,0x0,0x0
spellbook with only 2nd circle spells: SPELLS=0x0000ff00,0x0,0x0
spellbook with 1st - 2nd circle spells: SPELLS=0x0000ffff,0x0,0x0
spellbook with only 2nd and 5th circle spells: SPELLS=0x0000ff00,0x000000ff,0x0
spellbook with only 4th and 8th circle spells: SPELLS=0xff000000,0xff000000,0x0
spellbook with all spells, from all eight circles: SPELLS=0xffffffff,0xffffffff,0x0
Added Item DFN entries for spellbook pre-filled with circles 1 to 4, and for spellbook pre-filled with all spells, and added these to GM 'add menu (dfndata/items/magic/misc_magic.dfn)
Fixed an incorrect character reference in Spyglass script (js/item/spyglass.js)
Added Item DFN entry for a fireworks wand with 50 charges (dfndata/items/gear/magic_items.dfn)
Added script for new player ticket (js/item/consumables/new_player_ticket.js)
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