Created framework, gumps, initial system for Bulk Order Deeds (Dragon Slayer)
Expanded BOD system to include gold, fame and special item rewards (Xuri)
Added optional support for triggering BOD offers from shopkeepers via context menus (Xuri)
Added new UOX.INI section with settings for Bulk Order System: (Xuri)
OFFERBODSFROMITEMSALES=1 // If enabled, shopkeepers might offer BODs when players sell items to them
OFFERBODSFROMCONTEXTMENU=0 // If enabled, shopkeepers might offer BODs via context menu option
BODSFROMCRAFTEDITEMSONLY=0 // If enabled, only selling of crafted items will trigger BOD offers
BODGOLDREWARDMULTIPLIER=1 // Reward multiplier for Gold given for completing a BODs - defaults to 1.0
BODFAMEREWARDMULTIPLIER=1 // Reward multiplier for Fame given for completing a BOD - defaults to 1.0
Updated smithing-related create DFNs (dfndata/create/*) with proper names for entries (Xuri)
Added special BOD item rewards: (Xuri)
Sturdy Pickaxe - More uses than normal pickaxes
Sturdy Shovel - More uses than normal shovels
Mining Gloves +1/+3/+5 - Boosts mining skill when equipped
Runic Hammers - Adds bonuses to crafted weapons and armors, applied after crafting the items (js/skill/craft/crafting_complete.js)
Colored Anvils - No unique property other than color, but can be added to houses as decoration/functional anvils
Ancient Smithy Hammers +10/+15/+30/+60 - Boosts blacksmithy skill when equipped
(Not fully implemented, AoS feature) Gargoyle's Pickaxe
(Not fully implemented, AoS feature) Prospector's Tool
(Not fully implemented, AoS feature) Powder of Temperament
(Not fully implemented, AoS feature) Blacksmith Power Scrolls +5/+10/+15/+20
Updated onMakeItem() JS event to always include the create entry ID as a parameter, even when crafting an item failed (Xuri)
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
Updated .ResourceCount() and .UseResource() JS Object Methods to include optional parameter for sectionId. New supported syntax:
int ResourceCount( realId, colour )
int ResourceCount( realId, colour, moreVal )
int ResourceCount( realId, colour, moreVal, sectionId )
int UseResource( amount, realItemId )
int UseResource( amount, realItemId, colour )
int UseResource( amount, realItemId, colour, moreVal )
int UseResource( amount, realItemId, colour, moreVal, sectionId )
Fixed an issue where the bit flag for the HirelingCombatTraining setting was not set properly
Fixed an issue in SpiderMonkey VS project that prevented compiling a x64 debug build (thanks, punt!)
Some minor cleanup
When buying items from NPC shopkeepers where the total cost is higher than the buy threshold set in uox.ini, UOX3 will now check the player's bankbox for gold first, then their backpack second, instead of just failing outright if bank didn't have the required amount
Minor cleanup of some UO era-specific code for better maintainability
Adjusted default light-settings in UOX.INI:
DUNGEONLIGHTLEVEL changed from 3 to 15
WORLDDARKLEVEL changed from 5 to 12
Misc cleanup and standardization of style and naming conventions in code and scripts
Added missing code for showing race in paperdoll based on ini setting
Players can no longer use Polymorph spell while incognitoed, or while under effect of tribal paint
Players can no longer use Incognito spell while polymorphed, or while under the effects of tribal paint
Facial hair is now removed from players who are under the effects of Incognito spell that changes their gender for female
Fixed an issue where player backpacks did not have a max weight set, which could cause issues for scripts that relied on checking max weight of backpack to work
Added new UOX.INI settings to let shard admins control the maximum weight that player backpacks and bankboxes can hold:
MAXPLAYERPACKWEIGHT=40000 // 400.00 stones by default
MAXPLAYERBANKWEIGHT=160000 // 1600.00 stones by default
Fixed an issue where spells setup in JS did not correctly consume reagents when cast (thanks Azzerhoden Razeri!)
Fixed a bug where casting spells would sometimes leave the player in a "frozen" state client-side
Fixed a bug where RECALL=1 was missing from town of Vesper in regions.dfn
Fixed an issue where runebooks did not keep correct count of runes added/dropped (Azzerhoden Razeri, Dragon Slayer
Fixed an issue where the runebook script would crash because of a misspelled object variable (Azzerhoden Razeri)
Added new INI settings:
SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1
SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0
SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1
CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop
SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1
SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1
Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one.
Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL
Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL
Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting:
CORESHARDERA=pub15
Defines the "core" era of the shard. Defaults to pub15 (Publish 15).
any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15
uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting
pub15 or earlier - final combat damage value reduced by half
ARMORCALCULATION=core
Defines era to base armor calculations on
pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating
aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats
STRENGTHDAMAGEBONUS=core
Defines era to base strength damage bonus on
uor or earlier - 20% damage bonus based on strength, capped at 200 strength
td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus
TACTICSDAMAGEBONUS=core
Defines era to base tactics damage bonus on
pub15 or earlier - bonus = Tactics skill + 50
aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below
ANATOMYDAMAGEBONUS=core
Defines era to base anatomy damage bonus on
uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players
td or later - 30% damage bonus at GM anatomy, up to 20% below GM
ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM
LUMBERJACKDAMAGEBONUS=core
Defines era to base lumberjacking damage bonus on
uor or earlier - 35% damage bonus at GM skill, up to 25% below GM
td or later - 30% damage bonus at GM skill, up to 20% below GM
hs or later - 10% chance of 100% damage bonus
RACIALDAMAGEBONUS=core
Defines era to base racial damage bonus on
sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost
DAMAGEBONUSCAP=core
Defines era to base damage bonus cap on
pub15 or earlier - No cap on damage bonus multiplier
aos or later - Total damage bonus multiplier capped at 300% higher than base damage
SHIELDPARRY=core
Defines era to base shield parry calculations on
t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery
uor to pub15 - higher AR equals lower block chance, but more damage absorbed.
aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier
WEAPONPARRY=core
Defines era to base weapon parry calculations on
aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying
ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace
WRESTLINGPARRY=core
Defines era to base wrestling parry calculations on
tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack
COMBATHITCHANCE=core
Defines era to base combat hit chance calculations on
t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit
uor to pub15 - Additional bonus hit chance for archery
aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit
Supported era values:
t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA)
Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting:
GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age
GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn
GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance
GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge
GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15
GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows
GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire
GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy
GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss
GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends
Increased world load speed by almost 20% by reducing how often loading progress is written to the console
Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast
Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command
Fixed a server crash involving moving items from decaying corpses to the ground
Fixed a server crash involving carving up human corpses
Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions)
Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack
Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs
Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs
Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later
Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen
Exposed the new item property to JS engine:
.isMarkedByMaker // If true, maker's mark will be displayed
Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality
Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item
Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items
Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title
Added new UOX.INI settings under the [settings] section:
DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level
SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads
SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead
GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs
Added new UOX.INI settings under the [combat] section:
PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat
HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat
NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat
Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail
Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it
Updated behaviour of planks on boats:
Boat key can unlock plank, but won't automatically open it
Boat key used on an open, unlocked plank will lock and automatically close the plank
Boat key used on an open, locked plank will unlock the plank and leave it open
Player using an unlocked plank now opens it
Player using an open plank will disembark (if onboard) or embark (if not) the boat
Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat.
Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds
Updated behaviour of Magic Lock/Unlock spells:
Magic Lock cannot be used on objects inside a multi
Magic Lock applies difficulty to lock based on caster's Magery skill
Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill)
Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill
Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before.
Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly
Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly
Added a new JS Function:
GetStartTime() // Returns a timestamp for when server started up
Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly
Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later
Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly
Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea
Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild"
Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles
Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude
Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs
Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process
Fixed an issue that prevented the Teleport spell from working as intended
Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0
Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes
Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js)
Added a system message to inform the player when they've dropped out of stealth due to taking too many steps
Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet
Fixed a bug where character corpses would appear with a [unidentified] tag attached
Fixed an issue where the [unidentified] tag did not show up for unidentified magic items
Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn)
Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows
Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
Fixed an issue involving player deaths and moving items from backpacks to corpses
Fixed NPC Carpenters not selling carpentry tools
Fixed an issue with trashbarrel script (js/server/house/trashbarrel.js) that prevented it from working on stand-alone containers not in a house
Fixed a logic issue that resulted in some crafted items not having full item details show up in tooltips
Fixed an issue where reloading ini file would keep loading in the same starting locations over and over without ever clearing the list, making it grow in size with every reload
Added a new feature that allows shard admins/scripters to mark specific NPCs as "permanently awake", in order to keep UOX3 running scripts, timers and updates for these NPCs even if they are in regions that are "asleep" because of no nearby online players.
A new UOX.INI setting has been added which can turn this feature on/off:
ALLOWAWAKENPCS=0/1 // If disabled, NPCs marked as awake are treated as regular NPCs
New NPC DFN tag added to mark an NPC as awake or not:
AWAKE=0/1 // 0 = disabled (default), 1 = enabled
New Character JS Property added to toggle an NPC's awake state via JS:
.isAwake // 0 = disabled (default), 1 = enabled
'get and 'set commands updated with the new awake property:
'get awake
'set awake 0/1
IP of shard in shard list is now sent to client in little endian instead of big endian, which should correct the ping displayed in shard list, which previously showed a timeout (punt)
Added JS-based help menu accessible via character paperdoll, with modernized style and UI, ability for players to change their password
Minor cleanup and addition of a few extra features to help menu, like a safe teleport option for players who are potentially stuck, updated server info details and integration with UOX3's existing GM paging system as support options (Xuri)
Added new JS functions to retrieve server data used for server stats in help menu:
GetItemCount() // Gets number of items on server
GetMultiCount() // Gets number of multis on server
GetCharacterCount() // Gets number of characters on server
GetServerVersionString() // Gets server version as a string
Added new UOX.INI settings to control safe teleport for stuck players via the Help menu in Paperdoll:
MAXSAFETELEPORTSPERDAY=1 // Max teleports per day, defaults to 1
TELEPORTNEARESTSAFELOC=1 // Teleport player to nearest safe location (1) or random safe location (0)
Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there
Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer)
Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items
Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region
Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script:
onScrollingGumpPress( pSock, gumpID, buttonID )
Added new JS Event to allow better control over which names UOX3 sends to the client for characters:
onNameRequest( myObj, requestedBy ) // return custom string, or return empty string/nothing/true/false to use default name
Updated JS Events to also work for Items (previously only worked for Characters)
onLightChange( myObj, lightLevel )
onTempChange( myObj, temp )
onWeatherChange( myObj, weatherType )
Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius
Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag
Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js)
Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region
Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects
Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all)
Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport
Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools
Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not:
CRAFTCOLOUREDWEAPONS=0/1 // If enabled(1), players can craft coloured weapons. Defaults to disabled(0)
Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots
Fixed a rogue debug message leftover in the scissor script
Improved overall performance of NPC pathfinding (by nearly 60%!) by eliminating some double-work done when checking for blocking dynamics and statics
Optimized how the system for determining which internal map regions should have active NPCs; instead of there always being 9 active map regions surrounding any given player who's online, that number will now vary between 3 to 6 map regions, depending on how far the player is from boundaries between such map regions. This should reduce the amount of NPCs active and trying to pathfind at any given point when players are online.
UOX3 now adapts the time between each time it checks Spawn Regions based on how "full" the Spawn Regions are on average - the nearer they are to max capacity, the longer time between each time Spawn Regions are checked
Fixed an issue with reloading of spawn regions where UOX3 would forget about previously spawned NPCs/Items and respawn everything all over again. As part of the reload process, UOX3 now iterates over previously spawned objects and deletes these where appropriate
Added two new races to races.dfn - Ophidian (RACE 25) and Terathan (RACE 26) - which have been setup as racial enemies
Updated the race ID of relevant Ophidian and Terathan NPCs (dfndata/npc/arachnids.dfn and dfndata/npc/reptiles.dfn)
Added support for NPCs engaging other NPCs in combat if they are marked as racial enemies via races.dfn
Extended the amount of JS events supported by UOX3's JS engine from 96 to 192
Added new JS Event to allow overriding behaviour from Help button in paperdoll:
onHelpGump( pChar ) // Overrides default gump menu when pressing Help button in paperdoll
Added new JS Event to allow preventing characters from toggling on/off war/combat mode
onWarModeToggle( p Char ) // return false to prevent war mode toggle
Added new JS Event to allow overriding target selection in combat for default AI behaviours:
onAICombatTarget( pAttacker, pTarget ) // return true to select current target, or false to skip and look for another
Updated JS onDamage() JS event to allow returning false to override and prevent damage dealt to a character. Event must now return true to allow damage to go through
Updated JS Event onSwing to work for characters with no weapon equipped (iSwinging will be null, in this case)
Updated JS Object Method .KillTimers() to also work for Characters, not just Items
Added JS script that renders characters it's attached to immune to physical damage (js/npc/special/physical_immunity.js)
Renamed shadow_elemental.js to magical_immunity.js, as it's generic script that can be attached to any NPC
Added more pre-defined books to dfndata/misc/books.dfn (and dfndata/items/misc/books.dfn):
A Welcome (a_welcome) // Book by Blackthorn, dropped as loot by Betrayers
Added definitions for additional NPCs, with scripted special abilities where applicable:
Orc Brute (orcbrute) // Throws Orc Lords, cannot be targeted by provoked creatures
Orc Chopper (orcchopper) // Attacks deal AoE damage to nearby targets
Betrayer (betrayer) // Colossal Blow (stuns and peacemakes), AoE poison (2m range)
Golem Controller (m_golemcontroller/f_golemcontroller)
Golem (golem) // Colossal Blow (stuns and peacemakes)
Crafted Golem (craftedgolem) // Crafted version of golem
Exodus Overseer (exodusoverseer) // Magical Shield (immune to physical damage until shield down)
Exodus Minion Lord (exodusminionlord) // Magical Shield (immune to physical damage until shield down)
Exodus Minion (exodusminion) // Magical shield (immune to physical damage until shield down), periodic AoE burst
Added script that allows Tinkerers to craft golem followers via Clockwork Assembly items (js/item/clockwork_assembly.js)
Added script for mask of orcish kin, which when worn prevents all orcs from attacking the wearer (js/item/orcish_kin_mask.js)
Added AI script for Exodus clockwork NPCs, which amongst a few other things makes them spawn with a magical shield that prevents physical damage being dealt to them until the shield has been brought down by magic damage (js/npc/ai/monster/exodus_clockwork.js)
Added AI script for orc NPCs which prevent them from attacking characters wearing masks of orcish kin (js/npc/ai/monster/orc.js)
Added AI script for orc brute NPCs, which makes the NPCs toss orc lords (up to 10 in total) when attacked by magic spells (js/npc/ai/monster/orc_brute.js)
Added AI script for orc chopper NPCs, which makes the NPCs hit all nearby valid targets with their melee attacks (js/npc/ai/monster/orc_chopper.js)
Added script for NPC special ability Colossal Blow, which both stuns and adds a temporary peacemaking effect to targets (js/npc/special/colossal_blow.js)
Updated Provocation skill to disallow directing provoked creatures at targets with the custom tag provImmune present
Fixed an issue with initialization of wander areas for NPCs spawned via object spawners, which caused NPCs to not stick to their assigned areas, but wander according to their own free will. Can't have that!
Fixed some issues with itemlists pointing to non-existing items (a turnip and 10 of each magical reagent)
Fixed an issue where information on newly spawned characters would get sent twice to each nearby player
Changed default value of ACCOUNTFLUSH ini setting from 0.0 to 5.0 seconds
Misc minor cleanup of console messages during startup and shutdown
The 'make command will now strip clothes and hair/beard from characters that are turned into Counselors (dfndata/command/commands.dfn)
Adjusted default privileges for Admins, GMs and Counselors to not show skill titles in paperdoll (dfndata/command/commands.dfn)
Fixed incorrect section headers for base_bascinet and base_helmet (dfndata/items/gear/armor/base_armor.dfn)
Fixed incorrect ID in item definition for Sai weapon (dfndata/items/gear/weapons/fencing.dfn)
Fixed incorrect get tag value for a wand definition (dfndata/items/gear/weapons/wands.dfn)
Reduced the amount of townfolk, poorfolk and richfolk NPCs spawning in Britain (dfndata/spawn/spawn.dfn)
Fixed a bug with the Anatomy skill that allowed gaining skill from targeting self (js/skill/anatomy.js)
Fixed an issue with default NPC speech where a variable mySocket was not properly defined (js/npc/speech/speech_001.js)
Fixed an issue with the moongate JS script, which would not work reliably (js/item/moongate.js)
Added support for a new TITLE tag to the command privileges section of commands.dfn, to allow customizing the title added in front of a character's name when they become an Admin, GM or Counselor
Fixed a client crash caused by the admin welcome gump being too large!
Adjusted values of _ITERATOR_DEBUG_LEVEL and _HAS_ITERATOR_DEBUGGING in ConfigOS.h to better support debug mode in VS2022
Changed default value of NPCFLAGUPDATETIMER ini setting from 5 to 10 seconds
Changed default value of NPCMOVEMENTSPEED ini setting from 0.38 to 0.5
Changed default value of NPCRUNNINGSPEED ini setting from 0.2 to 0.3
Changed default value of NPCFLEEINGSPEED ini setting from 0.3 to 0.4
Implemented Herding skill in JS (js/skill/herding.js) (Dragon Slayer)
Updated item stats like def, hp and value for all armors to match Pub15 era
Added item definitions for weapons added in AoS to ToL UO expansions, but with stats balanced against existing weapons from Pub15 era
Added armor definitions for armors added in AoS to ToL UO expansions, but with stats balanced against existing armors from Pub15 era
Added named "alias entries" for all existing item definitions of weapon, armor and clothes, which enables adding those via their names as an alternative to their IDs. Items added via the named aliases will randomize between variations (north/south vs east/west) of the items if there are any. Syntax:
'add item [nameOfItemWithoutSpaces] (example: 'add item vikingsword)
Removed redundant files dfndata/items/gear/weapons/aos_weapons.dfn, dfndata/items/gear/weapons/se_weapons.dfn and dfndata/npc/spawntags.dfn
Split out ranged weapon projectiles into a separate DFN (dfndata/items/gear/weapons/projectiles.dfn)
Modified tooltip for armors to describe the physical defensive value as Armor Rating instead of Physical Resist
Updated console key input handling with a more robust approach for Linux (punt)
Included new and revamped JS docs, and removed old, out-of-date legacy JS docs
Fixed an issue in HandleGumpInput that prevented compiling UOX3 properly on Linux
Added new uox.ini setting that determines if item stats on unidentified magic items are shown or hidden:
HIDESTATSFORUNKNOWNMAGICITEMS=0/1 // Defaults to 1
Some minor updates to crafting related scripts
Added new Item DFN tags:
usesleft=# // The current amount of uses remaining for an item with limited use
maxuses=# // The maximum amount of uses for an item with limted use
Added new JS Item properties to match DFN tags:
.usesLeft
.maxUses
Updated scripts to make use of .usesLeft property instead of custom "UsesLeft" tag
Updated DFNs to include usesleft and maxuses tags and uses_left_tooltip script for all tools with limited use
Crafting and gathering tools bought from NPC vendors will now support a random and limited amount of uses (between what is defined as "current" and "max" uses)
Crafting and gathering tools created by player crafters will support a limited amount of uses based on the quality of the item crafted
Added new JS Item Methods to get/set the value (0-255) for specific parts (1-4) of temp variables ("more", "morex", "morey", "morez"):
.GetMoreVar( moreVarName, moreVarPart )
.SetMoreVar( moreVarName, moreVarPart, moreVarValue )
Updated Remove Trap script (js/skill/removetrap.js) to make use of GetMoreVar() and SetMoreVar methods
Updated inRange JS event to also trigger for Items with this event attached, when player characters come within update range. Updated syntax:
inRange( srcItem, pCharInRange )
inRange( srcChar, objInRange )
When UOX3 retrieves data from the onToolTip() JS event to potentially display custom object tooltips, it will use the ID specified in a temporary JS tag ("tooltipCliloc") on the object as the clilocID being sent to the client with the tooltip text returned from the script. If no such tag exists on the object, it defaults to cliloc ID 1042971.
Added new JS event that triggers _after_ an item has been removed from a container (no return values supported):
onContRemoveItem( iCont, objRemoved, pChar )
The JS Function SpawnNPC() can now spawn NPCs from NPCLISTS if provided with a boolean parameter flag (useNpcList). Updated syntax:
CChar SpawnNPC( npcSection/npclist, x, y, z, worldnumber, instanceID, useNpcList )
Added new JS Event to allow detection of movement near an object (items only, for now). Distance at which it triggers determined by part 1 of the item's MORE property. Use long ranges with care! Syntax:
onMoveDetect( srcObj, pChar, rangeToChar, oldCharX, oldCharY )
Added new JS script (js/server/misc/dungeon_traps.js) for handling trap mechanics in (primarily) dungeons. The traps all trigger on collision, and use different parts of the "morez" property to determine enabled/disabled status, damage, min skill required to disarm, max skill at which player can still gain skill from disarming. Disarming renders trap inactive for 60 seconds. Implemented trap types:
Spike Traps // Active for ~5 seconds after triggered, deals damage every 1 second.
Giant Spike Trap // Active for ~1 second after triggered, deals high instant damage one time
Saw Traps // Active for ~5 seconds after triggered, deals damage every 1 second.
Gas Traps // Active for ~5 seconds after triggered, applies poison to target every 1 second
Fire Column Trap // Active for ~5 seconds after triggered, deals damage every 1 second after initial delay of 1 second
Stone Face Traps // Active for ~3 seconds after triggered, deals damage every 1 second after initial delay of 1 second
Mushroom Trap // Active for ~2 seconds after triggered, applies poison to target every 1 second after an initial delay of 1 second
Added dungeon traps to 'add menu, under Buildings > Decs > Dungeon Traps
Added new commands to make modifying IDs of items (and NPCs) easier:
'incid # // Increment/decrement ID of target by specified amount
'rincid # // Repeatedly increment/decrement ID of target/multiple targets by specified amount
Updated 'add and 'radd commands with new, optional syntax to make adding trees easier (potentially with GM tools/macros), as it will add both trunk and leaf at same location with a single command:
'add tree [trunkID] [leafID]
'radd tree [trunkID] [leafID]
Updated AreaCommand GM command to include support for setting the .decayable property on multiple items at once. Also updated the script with appropriate system messages throughout, which now also show how many items were affected by use of the command
Added new item script (js/item/gate_opener.js) that can be used to make switches/levers raise/lower multiple nearby gates. See script comments for details on setup
Updated various JS scripts that used GetSByte() to retrieve Z of last targeted location from Socket to manually add height of targeted tile for client version below 7.0.9 only
Fixed an issue where items created with 'decorate load command could be set as decayable
Fixed an issue where multiple timers could be running on a single door by manually opening and closing it repeatedly. Closing a door will now kill the associated timer on said door.
Fixed incorrect IDs for secret doors in Item DFNs (they were off by 1, so would not work properly)
Updated name of all secret doors in dfndata/items/building/doors.dfn to inherit name from tiledata instead
Added secret door IDs to dfndata/harditems/harditems.dfn
Item and NPC definitions can now make use of randomization for the ID tag, for more variety. Syntax:
id=[id1] [id2] [etc] // Example: id=0x0e42 0x0e43
Fixed MORE values of "hard scripted" books in dfndata/items/misc/books.dfn
Added Ice and Fire dungeon locations (dfndata/location/location.dfn) and added these to the GM travel menu (dfndata/item/travelmenu.dfn/travelmenu.bulk.dfn)
Fixed body ID for ancient wyrm NPCs, which also fixes their name (dfndata/npc/dragons.dfn)
Added more pre-defined books to dfndata/misc/books.dfn (and dfndata/items/misc/books.dfn):
Quest of the Virtues – Volume 1 // [quest_of_the_virtues_vol1]
Fropoz's Journal // [fropoz_journal]
Translated Gargoyle Journal // [translated_gargoyle_journal]
Kabur's Journal // [kaburs_journal]
Updated code for spawn containers to allow spawning more than one item per container; by default, a spawn container will now spawn every item from an itemlist if set as the spawnobjlist property for that spawn container. These itemlists can contain direct item references, references to other itemlists or even lootlists
Added 4 levels of dungeon treasure chests that can be placed out as spawn objects in dungeons, with items and valuables spawning inside on a regular interval. These can be found in dfndata/items/gmmenu/dungeon_treasure_spawners.dfn, with associated itemlists being found in dfndata/items/itemlists/itemlists.dfn (dungeontreasureloot1, dungeontreasureloot2, dungeontreasureloot3 and dungeontreasureloot4). They can also be located in the 'add menu under GM Menu > Dungeon Treasures
Added spawn regions for dungeon treasure chests in the following areas:
Covetous, Deceit, Despise, Destard, Fire, Hythloth, Ice, Shame, Wrong, Yew Crypts, Daemon Temple, Trinsic Passage, Cove Orc Fort, Terathan Keep, Vesper Bank, Trinsic Bank
Updated Lockpicking skill to check for the existence of skill difficulty on locks, and use those to perform skill checks when attempting to pick those locks. Difficulty on a lock can be setup using the morey property using this syntax:
morey=[0x00] [0x00/0x01] [0x##] [0x##] // the first part is unused, the second is used with Unlock spell, the third and fourth are the minimum skill to unlock and the max skill that can be gained from picking the lock
Updated Unlock spell to check for existence of morey property value on lock. If there's a value, and the second part of the value is not 0x01, Unlock cannot be used to unlock the lock. By default, dungeon treasure containers level 1 and 2 are unlockable with the Unlock spell, while levels 3 and 4 are not, and require Lockpicking skill to unlock.
Fixed an issue where player characters would "skip a step" when moving under certain circumstances (like coming out of hiding)
Added new decorations in default world templates for the following areas:
Covetous, Deceit, Despise, Destard, Fire, Hythloth, Ice, Shame, Wrong, Hedge Maze, Wind (city), Terathan Keep, Orc Caves, Ilshenar facet, Ilshenar dungeons
Updated decorations in default world templates for the following areas:
All cities in Britannia and the Lost Lands
Updated decorations in default world templates to address issues like missing water/swamp tiles, floor/roof tiles, etc. in various places
Added special behaviours in some areas:
Lever puzzle in Covetous
Monster-spawning brazier in Deceit
Switch/portcullis behaviour in Hedge Maze
Updated teleport.scp with teleport locations for:
Hedge maze, Hythloth lvl 2 teleport maze, Wrong dungeon, Buccaneer's Den to/from mainland, various Ilshenar teleport locations
Players flagged as criminals or non-innocent aggressors in PvP combat can no longer use public moongates
Pets will now teleport along with the player both when using moongates (public or spell-based), recall, object-based teleporters or hard-defined teleport locations from teleport.scp
Shifted [directories] section of UOX.INI further up in the file, to make it easier to find
Added new UOX.INI setting to control for which facets spawn regions are enabled (defaults to none):
SPAWNREGIONSFACETS=# // # is a bitmask that determines which facets to enable spawn regions for. Supported values:
0 = No facets enabled (default)
1 = Felucca
2 = Trammel
4 = Ilshenar
8 = Malas
16 = Tokuno
32 = Ter Mur
Examples: A value of 1 = only Felucca is enabled, value of 3 = Felucca + Trammel, 10 = Malas + Ilshenar, 63 = all facets enabled, etc.
Added new Admin commands to enable/disable spawn regions in specific facets (note that this does not affect already spawned objects):
'enablespawns <facetNum/facetName>
'disablespawns <facetNum/facetName>
Updated CSpawnRegion::doRegionSpawn() function to only spawn objects in spawn region if world associated with spawn region is enabled in SPAWNREGIONSFACET uox.ini setting
The community-based spawn file now comes bundled with UOX3, and shard admins can choose whether to activate the spawns from this file during the welcome gump that pops up first time they log in
Updated main UOX3 docs to add a simple filter feature, to make it easier to find stuff in the docs
Added new system that lets shard admins assign a "network" budget to connected clients, which determines the maximum amount of bytes clients are allowed to send to/receive from server over a period of ten seconds. If a client exceeds these limits three times in the same connected session, they'll receive a temporary ban and get kicked from the server. The following new UOX.INI settings under the [system] section can be used to control this feature:
MAXCLIENTBYTESIN=25000 // Max bytes client can send to server over 10 seconds
MAXCLIENTBYTESOUT=100000 // Max bytes client can receive from server over 10 seconds
NETTRAFFICTIMEBAN=30 // Duration (in minutes) of temporary ban for exceeding these limits
Fixed an issue that prevented GMs from using CSTATS and TWEAK buttons in 'wholist
Updated documentation with most recent changes to UOX.INI settings
Minor code cleanup
Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color
Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange
Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items.
Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now
Exposed Item property to JS engine, which contains serial of the creator of an item:
.creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip
Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions.
Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc.
onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client
Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients
Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again
Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version
Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion.
Examples:
exceedingly accurate war hammer of vanquishing
substantial, accurate axe of power and Daemon's Breath
silver long sword
massive platemail arms of Protection
metal shield of defense
durable ringmail tunic of guarding
All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them!
Related scripts:
js/item/magic_armor_equipeffects.js
js/item/magic_weapon_accbonus.js
js/item/magic_weapon_equip.js
js/item/magic_weapon_spell_attack.js
The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated.
A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents!
Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided
Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash
Added additional object properties to 'get and 'set commands:
.shouldSave // Determines if an item should be saved in worldfiles or not
.baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective
.maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target
The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked!
STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn
Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc)
Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax:
.Damage( amount )
.Damage( amount, damageType )
.Damage( amount, damageType, attacker )
.Damage( amount, damageType, attacker, doRepsys )
Supported damageTypes:
PHYSICAL = 1
LIGHT = 2
RAIN = 3
COLD = 4
HEAT = 5
LIGHTNING = 6 // magic damage
POISON = 7
SNOW = 8
Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax:
onDamage( damaged, attacker, damageValue, damageType )
Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script
Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected.
Added new Character JS property to get/set state of a character's permanent magic reflect ability:
.permanentMagicReflect // 0 = disable, 1 = enable
Added special abilities/effects for the following NPCs:
Acid Elementals now have a chance to damage the melee weapons of their attackers
Dull Copper Elementals now explode on death
Shadow Iron Elemental is immune to targeted spell damage
Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker
Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds
Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker
Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds
Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds
Phoenixes deal passive area damage to nearby players every 5 to 10 seconds
Pixies have a chance to cast a random spell upon receiving a death blow:
Bless (target)
Curse (target)
Explosion (target)
Greater Poison (target)
Greater Heal (self, prevents death)
Ethereal Warriors will now resurrect dead players with positive karma
Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit
Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health:
Hell Cat, 5 to 8 dmg at max health
Fire Steed, 6 to 9 dmg at max health
Hell Hounds, 8 to 11 dmg at max health
Lava Lizard, 8 to 11 dmg at max health
Predator Hell Cat, 9 to 14 dmg at max health
Sea Serpent, 11 to 17 dmg at max health
Swamp Dragon, 15 to 22 dmg at max health
Armored Swamp Dragon, 15 to 22 dmg at max health
Fire Gargoyle, 20 to 30 dmg at max health
Deep Sea Serpent, 21 to 32 dmg at max health
Serpentine Dragon, 22 to 32 dmg at max health
Drake (Gray), 22 to 32 dmg at max health
Drake (Red), 22 to 32 dmg at max health
Nightmare, 26 to 39 dmg at max health
Dark Steed, 26 to 39 dmg at max health
Silver Steed, 26 to 39 dmg at max health
Kraken, 39 to 59 dmg at max health
Dragon (Red), 41 to 62 dmg at max health
Dragon (Gray), 41 to 62 dmg at max health
Shadow Wyrm, 50 to 75 dmg at max health
Reptalon, 51 to 77 dmg at max health
Skeletal Dragon, 52 to 77 dmg at max health
Ancient Wyrm, 60 to 90 dmg at max health
Update stats, skills and loot for all currently implemented NPCs
Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3
Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer)
Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early
Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked:
ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10%
Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting:
ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s
Fixed a bug where players who never entered combat mode could fire ranged weapons while moving
Updated Add-menu with some improvements for usability:
Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs
Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options:
Option to add chosen item at specific location instead of in GM's backpack
Option to add chosen item repeatedly until cancelled
Option to automatically reopen Add-menu on last menu that was open when a selection is made
Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default)
Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default)
Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on
Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax:
.SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini
.SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text
.SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color
.SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments
Fixed a bug where hair/beard items could show up inside corpses
Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up
Fixed a bug where players would be unable to pick up a freely movable item from a locked down container
Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages
Added support for new Dictionary language:
dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0)
Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js)
Added modification of some creatures stats after they've been tamed (js/skill/taming.js)
Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe)
Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem
Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players):
.GetTempTag( "tagName" )
.SetTempTag( "tagName", tagValue )
When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match
Fixed a server crash caused by empty speech messages sent from certain clients
Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly
Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal)
The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply:
If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell)
If caster's combined skill is higher than 70.2, poison strength equals Greater Poison
If caster's combined skill is higher than 30.2, poison strength equals Normal Poison
If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison
If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level
Fixed an issue that would would let players move faster than they should have been allowed to
Fixed misc issues with Party System:
Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range
Players who get disconnected or relog should now find themselves back in the same party they were in previously
Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging)
World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
Extended Character JS Method DoAction() to support two additional parameters - frameCount and playBackwards - which define the length of the animation (defaults to 7) and whether the animation should be played backwards (defaults to false). Note that this only works for old-style animations, and thus is not available for Gargoyle characters. Updated method syntax:
.DoAction( actionID ) // Old animation packet
.DoAction( actionID, null, frameCount) // Old animation packet with frameCount
.DoAction( actionID, null, frameCount, frameDelay ) // Old animation packet with frameCount, frameDelay
.DoAction( actionID, null, frameCount, frameDelay, playBackwards) // Old animation packet with frameCount, frameDelay, playBackwards
.DoAction( actionID, subActionID ) // New animation packet
Extended fishing JS script to include:
Fishing special fishing nets, big fish, messages in a bottle/SOS messages and associated shipwreck treasures, with chances of attracting sea serpents, deep sea serpents, water elementals and krakens while fishing.
Enhanced detection of fishing in shallow vs deep water, with deep water now being defined as any water tile that's 16 or more tiles away from the nearest land area.
Updated timer system, LoS checks,
Implemented SOS messages and shipwreck locations, with areas valid for potential shipwreck locations being defined in a new section of regions.dfn named [SOSAREAS], which follows the same syntax as the INSTALOG section in the same file. Once a message in a bottle is opened, a SOS message is generated with coordinates for a random shipwreck location, which players can sail to and fish near in order to find a sunken treasure (and other items).
Implemented shipwreck treasures, which come in 3 levels of quality (with an optional 4th quality level available), with increasing amount of gold, gems, scrolls, reagents and magic items (coming in next commit!) per quality level of treasure
Implemented special fishing nets, which can be used to fish up a variety of sea creatures (sea serpents, deep sea serpents, water elementals, kraken), which have a high chance of having SOS bottles on their corpses when defeated
Updated fishinglist.dfn, itemlist.dfn and lootlist.dfn to support new fishing updates
Updated movable state of various items that can be fished up (pillows, some pieces of furniture) to ensure players can move them!
Renamed ORERESPAWNAREA ini setting to RESOURCEAREASIZE (it's also used for ore, and logs) and reduced it from 10 to 8 to divide each world into 8x8 sized resource areas
Fixed a bug where the new fish resource type was not getting regenerated or saved properly
Added INSTANCEID support to INSTALOG section of regions.dfn, and added default WORLD and INSTANCEID entries to all areas
Fixed an issue with Runebooks (js/item/runebook.js) where the coordinates of a rune location would not be displayed properly
Separated map coordinate function from Runebook script to its own script (js/server/data/map_coordinates.js), which other scripts can call upon to get map coords using TriggerEvent() JS function
Ported sextant implementation from code to JS (5033=js/item/sextant.js), and removed the hard-coded version of this.
Updated Item DFN entry for sextants to include script=5033 tag
Fixed a bug in handling of the LOOT tag for NPCs where server would crash if a number was specified behind the item/itemlist to add as loot
The DFN tags PACKITEM and LOOT are now handled similarly when used for NPCs and Items respectively. PACKITEM can be used for adding items with specific IDs, or "list objects" from itemlists.dfn, while LOOT can be used to add items from lootlists.dfn. One big difference between these is that if the optional amount parameter is specified for either tag when used with itemlists/lootlists (PACKITEM=listObject,amount vs LOOT=lootlist,amount), PACKITEM will add the specified amount of the specified/randomly chosen item, while LOOT will add X amount of random items.
Updated implementation of ITEMLISTs and LOOTLISTs to support an optional weighting system, which can be used to adjust the probability of some items being chosen from these lists over other items. In the below example, specialfishingnet has a weight of 10, while the blank entry has a weight of 90, making it 9 times more likely for the blank entry to be chosen than the specialfishingnet! Note that higher weighted items should be sorted first for this to be accurate:
[LOOTLIST shipwreck_treasure_special]
{
90|blank
10|specialfishingnet
}
Using bladed weapons on stacks of fish will now cut the entire stack at once, instead of one fish at a time
Updated DFN entries for various sea creatures (dfndata/npc/seacreatures.dfn) to adjust color of NPCs, loot and NPC AI
Extended functionality of JS Function DoMovingEffect() to allow a set of coordinates as source location, without having to specify a character as either the source or target of the effect
Fixed an issue with sea creatures being unable to pathfind in shallow water due to underwater land tiles being treated as blocking
Moved fishing skill out of code and into js for more user friendly control
Added js/item/magicfish.js for the magic fish food
Fixed an issue where AF_ALL option in [disabled assistant features] of UOX.INI would override (duh) the setting for all the other assistant features, essentially leaving the shard admin with only two options (all features disabled, or none). The AF_ALL option has now been removed entirely.
Extended support for negotiating with assistant tools to disable these additional assistant tool features (from UOS) via the [disabled assistant features] section of UOX.INI:
AF_AUTOBANDAGE=0/1 // Automatically apply bandages when low on health
AF_ENEMYTARGETSHARE=0/1 // Share enemy target in party/guild/alliance chat
AF_FILTERSEASON=0/1 // Force client to display a fixed season
AF_SPELLTARGETSHARE=0/1 // Share spell target in party/guild/alliance chat
AF_HUMANOIDHEALTHCHECKS=0/1 // Check health of nearby humanoid characters?
AF_SPEECHJOURNALCHECKS=0/1 // Check journal for specific messages sent from server
Applied a potential fix for an issue that could cause players to get disconnected immediately without delay before assistant tool had a chance to respond to feature negotiation request
Addressed a couple of minor code issues that caused some warnings
Added support for new Skills DFN tag:
SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI
Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer
Updated skill delays to better match ~pub15 era:
Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second
Detecting Hidden skill now has a default skill delay of 10 seconds
Herding skill now has a default skill delay of 10 seconds
Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding
Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana
Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones
Poisoning skill now has a default skill delay of 10 seconds
Provocation skill now has a default skill delay of 10 seconds
Remove Trap skill now has a default skill delay of 10 seconds
Stealing skill now has a default skill delay of 10 seconds
Stealth skill now has a default skill delay of 10 seconds
Tracking skill now has a default skill delay of 10 seconds
Veterinary skill now has a default skill delay of 10 seconds
Fixed an issue with global JS Timer object that would reference the wrong timerIDs
Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix):
.SOCK_SKILLDELAY // Delay before the next time player can use another skill
.SOCK_OBJDELAY // Delay before next time player can use another object
.SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak
.SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill
.SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill
.SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted
.SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated
Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets
Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set
Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence
In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class:
bool objDelayMsgShown
bool skillDelayMsgShown
Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second)
Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used:
DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage
Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast:
RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell
Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items:
ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled.
All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay
All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery
Reagent checks and skill-check now take place AFTER the spellcast animation, not before!
Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 )
Overhauled spell sound FX and VFX for for all spells
Players can no longer cast spells while holding items on the cursor
Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack
Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill
Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them
Fixed an issue where Telekinesis spell would not set off traps on containers properly
Added additional FX for Teleport spell played at player's original location before the teleport took place
Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable
Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill
Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel:
dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5
The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner
Fixed an issue where the Create Food spell attempted to create an invalid item
Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer)
Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer)
Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values
Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill
Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints
Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility
Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells
Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops
Fixed an issue where Hirelings wouldn't always immediately start following their new owners
Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue
Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15
Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value
Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide
Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax:
myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor
Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
Added Fish as another resource type (in addition to logs and ore) for UOX3 to keep track of and respawn based on resource areas
Added new UOX.INI settings to control the availability of and respawn times for fish:
FISHPERAREA=10 // Maximum number of fish in a given resource area
FISHRESPAWNTIMER=600 // Amount of time it takes for 1 single fish to respawn in a resource area
FISHRESPAWNAREA=10 // Number of fish-areas to split the world into
Exposed the fish resource type to Resource JS functions, which now take "FISH" as an additional resource type on top of "LOGS" and "ORE:
ResourceTime( resourceType ) // Return respawn timer for specified resource type
ResourceTime( resourceType, int ) // Set respawn timer (in seconds) for specified resource type
ResourceAmount( resourceType ) // Get max amount of resources per resource area for specified resource type
ResourceAmount( resourceType, int ) // Set max amount of resources per resource area for specified resource type
ResourceArea( resourceType ) // Get number of resource areas that world has been split into for specified resource type
ResourceArea( resourceType, int ) // Set number of resource areas to split the world into for specified resource type
Updated Resource JS properties with properties to get current amount of fish in a region, and the current respawn timer for fish:
.fishAmount // Returns/Sets the amount of fish in given resource object
.fishTime // Returns/Sets the respawn timer of fish in given resource object
Updated fishinglist.dfn (dfndata/items/itemlists/fishinglist.dfn) with list objects that can be referenced by in-game ADD command or scripts to add random items from the fishing itemlists