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
Added JS command to reload dictionaries
'reloaddictionaries
Fixed a server crash related to casting of spells
Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc.
Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names
Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes:
Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack
Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them
Converted all system messages and text messages in stablemaster script to dictionary entries
Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus
Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords)
Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command
Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus
Removed remaining hard-coded banking functionality - all handled by script anyway
Added new context menu option for NPC bankers - Open Bankbox
Updated code handling of context menus to only show context menus when relevant:
Open Paperdoll - Shows for all characters with a paperdoll
Open Backpack - Shows for player's character, pack animals and hirelings
Open Bankbox - Shows for banker NPCs (if within 8 tiles)
Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything)
Added new context menu entries for pets, which can be used if player is within 12 tiles of pet:
Command: Kill
Command: Stop
Command: Follow
Command: Stay
Command: Guard
Add Friend
Remove Friend
Transfer
Release
Added new context menu entries for stablemasters/animal trainers:
Claim All Pets
Stable Pet
Added new context menu entries for Escort Quest NPCs
Ask Destination (if within 3 tiles)
Accept Escort (if within 3 tiles)
Abandon Escort
Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC)
Train [skillName]
Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported:
hire // The hireling will respond with the cost to hire them
dismiss // Replaces the "release" command for pets; will dismiss the hireling
patrol // The hireling will patrol between it's current location and a second targeted location nearby
move // The hireling will try to shuffle out of the way
fetch // The hireling will try to fetch a targeted item
drop // The hireling will drop to the ground all loot they're currently carrying
report // The hireling will report on the remaining time they're hired for
Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus:
HIRELING // No additional value/data needed for tag
Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets:
Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them
Dismiss // Replaces the "release" command for pets, will dismiss the hireling
Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable:
m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate
Added new hireling NPC:
m_paladin, f_paladin
Added new UOX ini setting to enable/disable context menus
CONTEXTMENUS=1/0 (defaults to 1)
Added new Item JS Method to check if an item's ID is on a specified food list
.IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList
Added new OMNIVORE food list and assigned it to [basehuman] DFN section
Added new Character JS Properties
.isGuarded // Gets/Sets whether character is guarded by a pet/hireling
.guarding // Gets/Sets the object (if any) being guarded by a pet/hireling
Fixed multiple issues with health bars, flagging and character highlighting
Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis
Fixed an issue which prevented hard-coded checks from running when using items
Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source.
Properties:
.TIMEOUT // Time until next attack can be done in combat
.INVIS // Time until invisible character becomes visible
.HUNGER // Time until character grows more hungry
.THIRST // Time until character grows more thirsty
.POISONTIME // Time until next tick of poison damage
.POISONTEXT // Time until next message about suffering from poison
.POISONWEAROFF // Time until poison wears off
.SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt
.ANTISPAM // Time until next speech message can be sent (for anti spam purposes)
.CRIMFLAG // Time until criminal flag runs out
.MURDERRATE // Time until next murder count decay
.PEACETIMER // Time until character can re-enter combat after being affected by peacemaking
.FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles
.MOVETIME // Time until NPC can move again
.SPATIMER // Time until next time NPC can cast a spell
.SUMMONTIME // Time until a summoned NPC will vanish
.EVADETIME // Time until an NPC will exit evade state
.LOGOUT // Time it takes for a player char to vanish after logout
Examples of use:
var hungerTimer = myChar.GetTimer( Timer.HUNGER )
myChar.SetTimer( Timer.HUNGER, 15000 )
Added new Character JS Methods to add, remove and list friends of a pet/hireling:
.AddFriend( playerToAdd ) // Adds player to friend list
.RemoveFriend( playerToRemove ) // Removes player from friend list
.GetFriendList() // Gets list of friends
.ClearFriendList() // Clears list of friends
Added new Character JS Method to fetch a player character's list of pets/followers
.GetPetList() // Gets list of pets/followers
Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated:
GenericList< CChar * > petOwnerList
Added new Character JS Method to check if a player is on a pet's owner list as a previous owner:
.HasBeenOwner( mChar )
Previous owners of a pet can re-tame it with guaranteed chance of success
Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players
Added character tooltip [Guarded] for characters being guarded by a pet/hireling
Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely
Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal
Pets/hirelings can no longer be transferred to dead players
Pets/hirelings can no longer be transferred to NPCs
Summoned creatures can no longer be transferred to other players
Summoned creatures can no longer have friends
Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player
Added new UOX.INI settings to control how many pets players can have active:
MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0
MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled
MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame
Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player:
UI08 controlSlots // source property
CONTROLSLOTS=# // DFN tag
Added new Character JS properties:
.ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList
.controlSlots // Get/Set number of pet control slots an NPC will occupy
.controlSlotsUsed // Get/Set the number of control slots used by a player
Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties:
deaths
ownerCount (read only)
controlSlots
controlSlotsUsed
Updated NPC DFNs with default CONTROLSLOT=# tags
Increased the max distance from player that onSpeech JS event will trigger from 7 to 12
Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet
Fixed an issue where NPCs could follow characters in different worlds/instances than them selves
Updated default max amount of items that can be sold to NPC vendors from 5 to 250
Guards can no longer train players in skills
Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general
Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist:
[skeletalmage] // variation of [bonemage]
[skeletalknight] // variation of [boneknight]
Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints
Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue)
Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use
Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn):
practice_skinning_knife
practice_hatchet
practice_axe
practice_mace
practice_longsword
practice_spear
practice_bow
practice_club
practice_crook
practice_gnarled_staff
Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff
Pets now inherit the karma of their owners, but revert to their original karma upon release
Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse
Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL):
CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID )
Added ID of Giant Beetle to various pack animal checks
Pack animals will now drop any newbie/blessed items stored in their packs upon death
Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags:
JS Properties
.maxLoyalty // Defaults to 100
.loyalty // Starts at 25
DFN Tags
MAXLOYALTY=# // Defaults to 100
LOYALTY=# // Starts at 25
Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script
Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags:
js/item/archerybutte.js
js/item/trainingdummy.js
js/server/data/combatanims.js
js/server/data/weapontypes.js
Updated archerybutte script to use dictionary for system and text messages
Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score
Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty:
CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system
PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use
PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use
PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max
Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property:
.orneriness
Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control.
Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command
On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting
On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting
Added new Character JS Method to calculate chance of a player successfully controlling the pet:
.CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success
Feeding a pet will now restore its loyalty to maximum
Pets will now lose loyalty on hunger checks when at maximum hunger
Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero
Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature
Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player
Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages
Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages
Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages
Updated item JS scripts (js/item/*) to use dictionaries for all system messages
Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages
Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages
Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc
Updated code to use dictionaries for all system messages
Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting
Added new Character JS Method to make it easier to make one NPC initiate combat with another:
.InitiateCombat( targetChar ) // Character attempts to initiate combat with target character
Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential).
Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations
Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes.
Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages
Added dictionary support for additional languages: Portuguese, Italian, Czech
Updated default dictionaries for the following languages: English, French
Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!)
Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings:
SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech
Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc.
Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses:
ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
Added new UOX.INI settings under [speedup] section to control global speed of mounted NPCs:
NPCMOUNTEDWALKINGSPEED=0.3
NPCMOUNTEDRUNNINGSPEED=0.12
NPCMOUNTEDFLEEINGSPEED=0.2
Added new NPC DFN tags to allow overriding global mounted movement speeds:
FLEEINGSPEEDMOUNTED=#
RUNNINGSPEEDMOUNTED=#
WALKINGSPEEDMOUNTED=#
Fixed an issue with JS Function DeleteFile(), which would stop calling script from working if no file was found for deletion. Could break demolishing of houses, amongst other things
Fixed an issue with DoSEErrorMessage() function that prevented JS function error messages from being displayed in UOX3 console if message size was below 512
Fixed a bug that allowed players to place items on the same slot of walls when using a client that doesn't automatically restrict this
When dropping items, UOX3 will now look for a valid surface to drop them on, and move the item to said valid surface if applicable
Fixed an issue with loading of MultiCollections.uop where max boundaries of each multi was not set on load, preventing features that relied on finding corners of building from working (like automatic ban location detection for houses)
Added new function in mapstuff.cpp to check flags on dynamic items, and exposed it as a JS Function with same name and parameters:
CheckDynamicFlag( SI16 x, SI16 y, SI08 oldz, UI08 worldNumber, UI16 instanceID, TileFlags toCheck );
Fixed an issue where items were not always properly added to/removed from map regions when picked up or dropped
Added new helper function in dist.cpp to find 3D distance between two points:
getDist3D( point a, point b )
Added JS Function - DistanceBetween() - to find distance between two sets of coordinates, or two objects:
DistanceBetween( x1, y1, x2, y2 )
DistanceBetween( x1, y1, z1, x2, y2, z2 )
DistanceBetween( sourceObject, targObject )
DistanceBetween( sourceObject, targObject, checkZ )
Added Item JS Method - GetTileName() - to get name of an item directly from tiledata
Added new UOX.INI setting that defines the lower limit for when a purchase will withdraw money from bank instead of backpack:
BANKBUYTHRESHOLD=2000
Split the UOX.INI setting CONSOLELOG into three parts, to enable/disable different forms of logging:
CONSOLELOG=1/0 // Toggles logging of console messages, warnings and errors
NETWORKLOG=1/0 // Toggles logging of network traffic
SPEECHLOG=1/0 // Toggles logging of player/staff speech
Fixed an issue with CChar::RemoveAllObjectsFromSight(), which failed to remove nearby multis from sight, leading to ghost images when changing worlds/instances
Added check for other multis when sailing - boats will now collide with other boats!
Added check for dynamic items when sailing - boats will now collide with blocking objects
Added "wrapping" support for maps 0 and 1 when sailing, meaning a ship can sail around the world in both N/S and E/W directions.
Added new [magic] section in uox.ini with the following settings:
TRAVELSPELLSFROMBOATKEYS=1 // Toggle being able to travel via Recall and Gate spells directly to a boat via its key
TRAVELSPELLSWHILEOVERWEIGHT=0 // Toggle being able to travel via Recall and Gate spells when overweight
MARKRUNESINMULTIS=1 // Toggle being able to mark runes while inside multis. If enabled, runes marked inside multis will be associated with the multi in question, rather than a specific set of coordinates. If multi no longer exists, travelling to it via Recall or Gate will be impossible
TRAVELSPELLSBETWEENWORLD=0 // Toggle being able to travel via Recall and Gate spells from one facet to another
TRAVELSPELLSWHILEAGGRESSOR=0 // Toggle being able to travel via Recall and Gate spells when marked as an aggressor (if attacked an innocent first, or if criminal)
Fixed an exception that would only rear its head when running UOX3 in debug mode, by adding new function void CBaseObject::RemoveFromRefreshQueue(), which when called from the end of the Cleanup() process for an object will ensure it's removed from the refreshQueue (thanks giwo!)
Fixed several issues with the regional spawning system:
NPCs would quite often get created, only to be deleted shortly after because the system failed to find a valid spawn location. This part of the system has now been rewritten to look for a valid spawn location before actually spawning the NPC, to avoid unnecessary creation/deletion of characters
Spawn system would not continue looking for a valid spawn location past the first failure (when it was supposed to make 100 attempts before giving up)
Spawn system would not look for valid water tiles for ocean-based/amphibian creatures if valid land tiles could not be found. As a result, amphibian creatures that could have spawned on either land or water would only ever spawn on land.
DoesMapBlock() function checked for TF_BLOCKING tile flag before it checked if waterwalking was allowed and if tile had TF_WET flag. As a result, no purely ocean-based creatures would spawn at all because no valid spawn locations could ever be found
Added new settings in uox.ini to enable/disable the hard-coded hunger and thirst systems, with thirst system being disabled by default:
HUNGERENABLED=1 // defaults to 1. Affects hunger of players, tamed pets, animal AI
THIRSTENABLED=0 // defaults to 0. Affects thirst of players, tamed pets, animal AI
Updated Character JS Method .Follow() to allow optional null parameter to clear follow target for an NPC
Added new Character JS Method .Dupe(), exposing code functionality to duplicate a character and returning the new character object to scripts. Example:
var newChar = myChar.Dupe()
Updated GM command 'dupe to work with characters as well as items
The colour of blood effects for characters and creatures hit in combat can be defined in dfndata/race/races.dfn using the BLOODCOLOUR tag and a colour ID. If the value 0xffff is provided, the colour of the blood will be inherited from the character's colour, if any
Moved splitting of NPCs in combat from hard code to JS (js/npc/ai/splitting_npcs.js). It relies on the onAttack JS event to trigger, but otherwise works identical to the previous hard-coded variant. The script has been assigned a default script ID of 3203
Added SCRIPT=3203 tag to [slime]/[jwilson] NPCs (dfndata/npc/miscmonsters.dfn)
Added new race for slime-related creatures (RACE 24 in dfndata/race/races.dfn), with a BLOODCOLOUR tag set to 0xffff to let blood effects inherit the colour of each individual slime
Updated RACE tag for [slime]/[jwilson] NPCs to use the new slime-race (dfndata/npc/miscmonsters.dfn)
Fixed an issue where UOX3 would attempt to update health bar of training dummies not marked as damageable (js/item/trainingdummy.js)
Added packet-hook script (js/server/network/0x7f_uogatewayServerPoll.js) to handle responses to server polling by shard lists like UOGateway, ShardPortal, etc.
Removed old and outdated UOG response code from network.cpp, along with UOXMONITOR response (an old tool no longer found in the wild)
Extended packet overloading to include packets received on first connection, to allow custom responses to things like UOG server poll and other early incoming packets
Adjusted code that spawns blood effects when taking damage to only happen for damage values higher than 1% of max health, or 1 (whichever is higher)
Adjusted code that prevents stamina regen from taking place if a character is thirsty to allow generating up to 25% of max stamina, to prevent characters from being unable to move due to thirst!
Thirst system is now disabled by default, but can be enabled by setting the THIRSTRATE value in uox.ini to a value higher than zero. The value indicates the number of seconds between each time a character grows more thirsty. For hunger, this is set to 6000 seconds (100 min) by default.
Responses to UOG/CUO server poll requests are now enabled in uox.ini by default
Updated default item decay timer from 300s to 1800s (30 minutes)
Updated default corpse decay timer from 900s to 420s (7 minutes)
Updated default blood decay timer for corpses from 450s to 210s (3.5 minutes)
Added new UOX.INI setting that determines decay timer for NPC corpses (previously used regular decay timer):
NPCCORPSEDECAYTIMER=420
Updated onDecay JS event to support triggering in global script
Added onDecay event to default global script (js/server/global.js), which detects when player corpses are about to decay, turns them into bones, and resets the decay timer back to full
Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc.
Added random blood effects that spawn when a character dies, and decays according to new ini setting
Added new UOX.INI settings under [timers] to define how long blood effects take to decay:
BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds
BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer
Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer
Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds)
Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up
Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted
Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted
Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini
Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be
Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt
Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers.
Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat
Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
Updated decorate command to support two additional object categories - containers and spawners - and the properties needed by these to function
Fixed an issue with appending folder names to paths in File JS Method .Open() and JS File Function DeleteFile()
Renamed default UOX3 server name (was too long) to My UOX3 Shard
Rewrote server IP handling (new files: IP4Address.hpp/cpp) and did away with the need for the [play server list] section and SERVERLIST entries in uox.ini. UOX3 now automatically accepts and responds to connections on both local and LAN IPs, as well as an optional external/WAN ip defined in uox.ini tag EXTERNALIP, with server name defined by the existing SERVERNAME tag in the ini (punt)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
Added entry for a new directory path in uox.ini:
SCRIPTDATADIRECTORY=./js/jsdata/ - dedicated to generic data read/written by JS scripts, data not directly linked to live content, which should not live or die by the state of the SHAREDDIRECTORY. Existing scripts will continue to write/read files in the SHAREDDIRECTORY if no changes are made.
Updated JS File Method .Open() to support an optional fourth argument (requires third argument):
useScriptDataDir (boolean) - when this fourth argument is included as true, UOX3 will look for the file in the SCRIPTDATADIRECTORY instead of the SHAREDDIRECTORY. Third argument - folderName - is required for this fourth argument to be used. New syntaxes:
.Open( fileName, fileMode )
.Open( fileName, fileMode, folderName )
.Open( fileName, fileMode, folderName, useScriptDataDir )
Updated JS File Function DeleteFile() to support an optional third argument (requires second argument):
useScriptDataDir (boolean) - when this third argument is included as true, UOX3 will look for the file in the SCRIPTDATADIRECTORY instead of the SHAREDDIRECTORY. Second argument - folderName - is required for this third argument to be used. New syntaxes:
DeleteFile( fileName )
DeleteFile( fileName, folderName )
DeleteFile( fileName, folderName, useScriptDataDir )
Added new admin command (js/commands/decorate.js) to allow saving/loading world templates. These templates are essentially text files (with .jsdata file extension) that contain the bare minimum amount of details needed to decorate an entire game world, a facet or even a specific area of a facet. The files can be bundled with UOX3 for a smoother first-time-user-experience, can be easily shared with other people as blueprints for world decoration, and they can be saved and loaded on the fly without impacting existing data on a shard. By default, the command will save/load items to/from different files per facet based on the following item categories: doors, signs, lights, moongates, teleporters, misc (everything else).
Command syntax:
'decorate save
Save all items to the default templates, based on each item's objectCategory and facet
'decorate save [objectCategory]
Save all items of specified objectCategory, regardless of facet
'decorate save [facetName]
Save all items on specified facet, regardless of objectCategory
'decorate save [customFileName]
Save all items of all objectCategories on all facets to custom template file
'decorate save [objectCategory] [facetName]
Save all items of specified objectCategory in the specified facet
'decorate save [customFileName] [facetName] x1 y1 x2 y2
Save all items within specified coordinates on specified facet to customFileName
'decorate load
Load all items from the default templates, regardless of objectCategory and facet
'decorate load [objectCategory]
Load all items of specified objectCategory, regardless of facet
'decorate load [facetName]
Load all items on specified facet, regardless of objectCategory
'decorate load [customFileName]
Load all items from file named [customFileName]
'decorate load [objectCategory] [facetName]
Load all items of specified objectCategory in the specified facet
'decorate copy [sourceFacet] [targetFacet]
Copy all items from one facet to another
'decorate clean
Clean up duplicate decorations that might have been loaded/added by accident.
Note that world templates are by default stored in and read from a subfolder named "worldtemplates" under the new SCRIPTDATADIRECTORY (which defaults to UOX3/js/jsdata/)
Added welcome gump that is displayed automatically for characters on the admin account (account 0) on first login. This welcome gump gives new shard admins the option to either start with a blank and empty world, or to load the default UOX3 world - based on the default set of worldfile templates provided with UOX3, if any. It also provides a few tips to get started, as well as links to various documentation pages, forum and Discord server. The welcome gump can also be re-opened at a later stage using a new admin command: 'welcome
Updated Item JS Method Dupe() to support passing NULL instead of a socket, for duplicating items without needing to place them in a player's backpack