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https://github.com/UOX3DevTeam/UOX3
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49 commits
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285f06dbd2
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Fix compile warnings | ||
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0ce39a3410 |
Couple of small fixes
Fixed an issue with onDyeTarget event where the dyetub and target object parameters were not set properly Fixed some incorrect casting animation-related variable assignments for AI_HEALER and AI_EVIL_HEALER Fixed an issue with pets not going wild from lack of loyalty to their owners when at zero loyalty Addressed issues with idle/fidget animation setup that could cause NPCs to blink out of existence Removed stray semicolon behind control statement related to triggering of OnFacetChange JS event Fixed an issue with Bless spell when cast from item Some minor code cleanup |
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37a76083de |
Rest of the changes for 0.99.6-RC1
Misc cleanup and standardization of style and naming conventions in code and scripts Added missing code for showing race in paperdoll based on ini setting Players can no longer use Polymorph spell while incognitoed, or while under effect of tribal paint Players can no longer use Incognito spell while polymorphed, or while under the effects of tribal paint Facial hair is now removed from players who are under the effects of Incognito spell that changes their gender for female |
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640ec87362 |
Misc era-specific INI and combat changes, and other settings-related changes
Added new INI settings: SHOWRACEWITHNAME=1 // If enabled, shows a character's race along with their name. Defaults to 1 SHOWITEMRESISTSTATS=0/1 // If enabled, shows item resistance stats in item tooltip. Defaults to 0 SHOWWEAPONDAMAGETYPES=1/0 // If enabled, shows weapon damage types in item tooltip. Defaults to 1 CASTSPELLSWHILEMOVING=0/1 // If enabled, players can cast spells while moving, without having to stop SHOWREPUTATIONTITLEINTOOLTIP=1/0 // If enabled, shows player's reputation title in tooltip. Defaults to 1 SHOWGUILDINFOINTOOLTIP=1/0 // If enabled, shows player's guild info in tooltip. Defaults to 1 Renamed 0xf1_connectUOServerPoll.js to 0xf1_freeshardServerPoll.js, and updated script to respond to the "standard" freeshard server poll request rather than the more specific (and now dead) ConnectUO one. Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Renamed INI setting CUOENABLED to FREESHARDSERVERPOLL Added new INI settings under [expansion settings] section to help shard admins customize some key behaviours of their shard, based on their preferred "era" of UO. Note that a value of "core" means the setting inherits the chosen era from the CORESHARDERA setting: CORESHARDERA=pub15 Defines the "core" era of the shard. Defaults to pub15 (Publish 15). any - determines which Item/NPC DFNs gets loaded, based on tags like GETT2A, GETPUB15 uor or later - enables bonus hit chance for archery via ARCHERYHITBONUS setting pub15 or earlier - final combat damage value reduced by half ARMORCALCULATION=core Defines era to base armor calculations on pub15 or earlier - different armor pieces contribute different percentage of the total Armor Rating aos or later - each armor piece contribute to sum total of Physical Resistance, and other elemental resistance stats STRENGTHDAMAGEBONUS=core Defines era to base strength damage bonus on uor or earlier - 20% damage bonus based on strength, capped at 200 strength td or later - 35% damage bonus based on strength if 100 strength or more, otherwise 30% damage bonus TACTICSDAMAGEBONUS=core Defines era to base tactics damage bonus on pub15 or earlier - bonus = Tactics skill + 50 aos or later - 68.75% damage bonus if GM Tactics, 62.5% bonus if below ANATOMYDAMAGEBONUS=core Defines era to base anatomy damage bonus on uor or earlier - bonus = Anatomy / 5 vs NPCs, Anatomy / 2.5 vs Players td or later - 30% damage bonus at GM anatomy, up to 20% below GM ml or later - 50% + 5 damage bonus at GM anatomy, up to 50% below GM LUMBERJACKDAMAGEBONUS=core Defines era to base lumberjacking damage bonus on uor or earlier - 35% damage bonus at GM skill, up to 25% below GM td or later - 30% damage bonus at GM skill, up to 20% below GM hs or later - 10% chance of 100% damage bonus RACIALDAMAGEBONUS=core Defines era to base racial damage bonus on sa or later - Gargoyles gain +15% damage bonus per each 20 HP lost DAMAGEBONUSCAP=core Defines era to base damage bonus cap on pub15 or earlier - No cap on damage bonus multiplier aos or later - Total damage bonus multiplier capped at 300% higher than base damage SHIELDPARRY=core Defines era to base shield parry calculations on t2a - chance to block is parryskill / 2. shield absorbs damage equivalent of AR/2 for melee, or equivalent of AR for archery uor to pub15 - higher AR equals lower block chance, but more damage absorbed. aos or later - chance to block dependent on parry skill vs bushido skill, with dex modifier WEAPONPARRY=core Defines era to base weapon parry calculations on aos or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 16.6% chance weapon will take damage from parrying ml or later - chance to parry with weapon based on parry skill and bushido skill, with a dex modifier, 5% chance weapon will take damage from parrying, or 75% if opponent has mace WRESTLINGPARRY=core Defines era to base wrestling parry calculations on tol or later - From 12.5% chance (at GM wrestling, increases with higher skill) that an NPC will parry an attack COMBATHITCHANCE=core Defines era to base combat hit chance calculations on t2a to pub15 - hit chance based on attacker's skill vs defender's skill. No minimum chance to hit uor to pub15 - Additional bonus hit chance for archery aos to tol - hit chance based on attacker's skill (and hit chance increase) vs defender's skill (and defense chance increase). Minimum 2% chance to hit Supported era values: t2a, uor, td, lbr, pub15, aos, se, ml, sa, hs, tol and core (inherits era defined in CORESHARDERA) Added (optional) new Item/NPC DFN tags to help determine which variants of Items/NPCs to load from DFNs, based on chosen era in CORESHARDERA setting: GETT2A=<sectionID> // Inherit DFN section if core shard era is The Second Age GETTD=<sectionID> // Inherit DFN section if core shard era is Third Dawn GETUOR=<sectionID> // Inherit DFN section if core shard era is UO Renaissance GETLBR=<sectionID> // Inherit DFN section if core shard era is Lord Blackthorn's Revenge GETPUB15=<sectionID> // Inherit DFN section if core shard era is Pub15 GETAOS=<sectionID> // Inherit DFN section if core shard era is Age of Shadows GETSE=<sectionID> // Inherit DFN section if core shard era is Samurai Empire GETML=<sectionID> // Inherit DFN section if core shard era is Mondain's Legacy GETSA=<sectionID> // Inherit DFN section if core shard era is Stygian Abyss GETTOL=<sectionID> // Inherit DFN section if core shard era is Time of Legends |
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68e57b0756 |
UOX3 0.99.5b-6
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. |
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0941aff27f |
Misc fixes
Wrapped some debug messages related to sockets in debug defines Adjusted fix for mining to be more flexible with name of tiles Fixed an issue that caused double saves on shutdown, with second shutdown wiping out some objects because they'd already been unloaded from system after first save |
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4c8bcdaed1 | Cleaned up removal of CPacketStream | ||
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9d1a21c54a | General cleanup | ||
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d540835eb4 | 2022 project filters, and name change for strutil | ||
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bf65be1c6e |
Updates to network logging
Updated UOX.INI setting NETWORKLOG to actually control logging of network traffic for all connected clients, without needing each socket to have logging enabled via the manual console command 'Z'. This console command can still be used, however, to override a disabled INI setting and enable network traffic logging for connected clients. Updated 'get and 'set commands to support getting/setting a range of socket properties for a targeted (online) player: tempInt // int (temporary value) tempInt2 // int (temporary value) xText // string (temporary string) clickX // int (x coordinate of where player clicked with targeting cursor) clickY // int (y coordinate of where player clicked with targeting cursor) clickZ // int (z coordinate of where player clicked with targeting cursor) walkSequence // int (movement sequence number, between 0 and 255) currentSpellType // int (current spell being cast by a player) logging // bool (enable to override disabled NETWORKLOG setting) pickupX // int (x coordinate of where player picked up an item from) pickupY // int (y coordinate of where player picked up an item from) pickupZ // int (z coordinate of where player picked up an item from) pickupSpot // int (0 = nowhere, 1 = ground, 2 = ownpack, 3 = otherpack, 4 = paperdoll, 5 = bank) language // string (language code) Fixed an issue where CUSTOMINTTAG in NPC DFNs would not get read properly, but would instead print an (incorrect) warning about how the tag was formatted |
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a5d4b008b1 |
Minor update
Fixed a server crash caused by a couple of items in "stone walls 4" section of add-menu that were missing their ID in ItemMenu.bulk.dfn (thanks, Humility) Fixed an issue where items added to house (multi) definition would not be attached to the house if their coordinates were not within the boundaries of the house. This prevented the usage of house foundation multis with custom stairs, for instance. |
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1fe8f648b0 | Error checking for socket sends | ||
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5c13a51f39 |
added parenthesis on some simple logical and/or to make clear precedence (and eliminate warnings)
replace int with auto for some results to prevent size casting, across the different platforms (and eliminate warnings). |
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cb39506820 |
Addition of client network budgets, minor fixes
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 |
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69a8c090cd |
0.99.4x
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! |
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557df33fff |
Fixed an bug that caused segmentation fault on Linux, related to item tooltips and socket language
Fixed an bug that caused segmentation fault on Linux, related to item tooltips and socket language |
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82a3ef5386 |
08/08/2021 - Xuri (0.99.4w)
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 |
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f506335c56 |
Runebooks and misc fixes
Fixed a bug with PACKITEM tag which seeped in with previous commit, which could cause a server crash due to incorrect handling of the tag data Blank recall runes will no longer have a tooltip with the world the runes were marked in A west-facing rune with item ID 0x1f17 has been added to represent blank, unmarked runes. This is now the rune that vendors sell, and which can be added through the magic-portion of the 'add menu. Upon being marked by a Mark spell, the rune will change ID to the north-facing one with ID 0x1f14. This is to accommodate the Inscription crafting skill, which will use the blank 0x1f17 runes as a crafting resource. Inscription skill can now be used to craft Runebooks. In addition to the skill requirement (min 45.0 Inscription), it requires 8 blank scrolls, 1 blank recall rune, 1 Recall scroll and 1 Gate Travel spell. Added new item type - IT_RUNEBOOK (49) Added new item definition for Runebook ([runebook]) to dfndata/items/magic/misc_magic.dfn Integrated a version of the Runebook JS script rewritten from scratch to support all the features that ~pub15 era Runebooks did, including dropping runes and Recall scrolls on the books, recalling/gating directly from the spell icons in the Runebook, and more. Max charges for a newly crafted Runebook ranges from 5 to 10 depending on the Inscriber's skill (if rank system for crafting is enabled), and is stored in the book's direction property Newbie/blessed items will now have [Blessed] displayed in the item tooltip Ghosts can no longer "speedhack" by spamming the tab button to go in and out of combat rapidly |
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cbd526a813 |
Fixed a couple of incorrect comparisons (thanks, punt!)
Fixed a couple of incorrect comparisons (thanks, punt!) |
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c9e4c29367 |
0.99.4v
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) |
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c1283e2ae6 |
0.99.4u
UOX3 now sends the appropriate packets (0x85 and/or 0x86) in response to client requests to delete a character from the char selection screen Fixed an issue with fetching create entries in JS - was incorrectly limited by number of registered spells! More code cleanup |
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6ca9ddc6f2 |
Various code/warning cleanup
Fixed an issue with ItemID skill where using the skill on a crafted item would not output a result if creator of item was unknown Command logs now also include any parameters used with a command Fixed an issue where messages used with CustomTarget JS function would not get truncated properly if longer than the allowed maximum length Fixed some instances of potential buffer overrun and/or out-of-bounds memory access Fixed some potential null pointer dereferences Fixed a couple instances of missing breaks in switch cases Added [[maybe_unused]] attributes in places where return values are intentionally unused Added [[fallthrough]] attributes in places where switch case fallthroughs are intentional Misc minor code cleanup |
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79447c5e09 |
Various changes
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 |
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1792bcd1ba | initial changes, ConfigOS, nullptr, PLATFORM | ||
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75fc56b0dd | NULL to nullptr | ||
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13c53a8e6d |
Warnings cleanup, couple of fixes
Fixed an issue that could cause player characters created in older versions of UOX3 to end up with backpacks without max item capacity set, thus being unable to add any items to their backpack More warnings cleanup, and some fixes to address size_t differences between Windows and Unix platforms (punt) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com> |
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343ee8b293 |
First iteration of support for damageable items/multis
Removed RemoveFromSight() from CItem::Update() in cItem.cpp, to address flickering issues with animated items, and for smoother updates of items on boats when sailing. Added new flag in CBaseObject - damageable - which determines if an Item or Multi should be considered a damageable object. Added new DFN tag for Items and Multis to mark objects as damageable objects DAMAGEABLE=0/1 // If enabled, allows client to display healthbar for object, using object's hp/maxhp values as basis. Note that any changes to a damageable object's health will not be reflected in the client until a stat update has been sent. Added new JS Property for Items and Multis and Characters to get/set an object's damageable flag .isDamageable // 1 or 0 Added new JS Method for Items, Multis and Characters to force an update of the object's health bar to nearby players: .UpdateStats( statType ) // statType can be 0 (Health, only one that works for items), 1 (Mana) or 2 (Stamina) Updated DFN entries for training dummies (dfndata/items/houseaddons/house_addons.dfn) to include DAMAGEABLE=1 and HP=100 tags, and also updated script for training dummies (js/item/trainingdummy.js) with some extra features for dummies marked as damageable: Show damage numbers over the training dummy when hit Update health of training dummy based on damage received when hit Restore health of training dummy to max after 4 seconds of inactivity Updated 'fullstats and 'heal commands (js/commands/targeting/stats.js) to support restoring the health of a damageable object Updated 'get (js/commands/targeting/get.js) and 'set (js/commands/targeting/set.js) commands to support getting and setting the damageable flag on objects Updated updateStats() in uox3.cpp to work with CBaseObject instead of CChar Updated statwindow() in CSocket.cpp to work with CBaseObject instead of CChar Updated CPUpdateStat in CPacketSend.cpp to work with CBaseObject instead of CChar, to support sending packet 0xA1 to client for Items/Multis Updated CPStatWindow in CPacketSend.cpp to work with CBaseObject instead of CChar, to support sending packet 0x11 to client for Items/Multis Fixed an issue with outgoing packet 0x11 where a character's current HP might sometimes incorrectly be displayed as zero Updated CPNewObjectInfo in CPacketSend.cpp to send object information packet 0xF3 to client with datatype set to 0x03 for Items/Multis marked as damageable objects, to enable the client's ability to display health-bars for these items. Fixed an issue with JS Method for Items - .Refresh() - which previously did nothing, but now instead sends an update of item to all sockets in range |
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52ed2376f3 |
Some maintenance changes
Replaced UOX_MIN and UOX_MAX with std::min and std::max (punt) Moved StringUtility functions into a new namespace: strutil (punt) |
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18786ff88d |
CDataList replaced with GenericList
Replaced CDataList with the new GenericList class throughout UOX3, and removed CDataList from the project files Reverted an earlier change where scriptsections were supposed to be reapplied to items bought from NPC shopkeepers - didn't actually work! |
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95a606f6b4 |
More string handling modernization, and a minor fix
Increased default timer for worldsaves from 5 to 10 minutes Fixed an issue where the tile command could spawn items with incorrect ID because tempInt2 wasn't reset properly Additional string handling modernization in cAccountClass.cpp, cHTMLSystem.cpp, CResponse.cpp, cServerData.cpp, cServerData.h, cServerDefinitions.cpp, cSocket.cpp, cSpawnRegion.cpp, cSpawnRegion.h, cWeather.cpp, Dictionary.cpp, effect.cpp and uox3.cpp (punt) |
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108e499115 |
0.99.4f
Option to define how much memory JS engine should be allowed to allocate before last-ditch GC kicks in has been moved from engine.dat to a new UOX.INI setting under [server]. Note that too low values can lead to server instability, especially if doing a lot of JS engine reloads, so default value has been increased from 16 to 256 MB per JS Runtime: JSENGINESIZE=256 // gcMaxBytes limit in MB per JS Runtime. Must be between 16 and 4095 Reduced stackchunksize value provided for JS_NewContext from 0x500000 to the recommended default of 8192 Updated how players are paid for completing NPC escort quests; instead of hard-coded random amount between 0-600 gold, the reward is now based partly on the NPC escort's fame, and partly on the amount of gold the NPC is carrying. The formula for quest rewards thus look like this: rewardAmount = (( totalFame / 100 ) * 50 ) + ( totalGold * 0.25 ) Fixed healthbars of nearby characters not showing correctly for players who have just logged in. Cause seems to have been UOX3 reading more bytes from network buffer than required when (not) handling packets 0xB5 and 0xFB. Added basic handling of these packets to avoid that problem. Fixed an issue where UOX3 would send full status updates (packet 0x11) for each character on the screen, rather than just sending the minimum required for each character. Client doesn't need to know the weight of an NPC, or how much gold an opponent player is carrying! Fixed an issue with tooltips for characters and/or items not always appearing, caused by UOX3 not responding correctly to certain tooltip requests (packet 0xD6) |
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c76a41215f |
0.99.4e
Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js) |
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8c2c1de962 |
0.99.4d
Added new option in UOX.INI under [settings] section:
MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default.
Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above!
Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType()
Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar
Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters
Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected.
Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set
Guild titles are now removed for players who leave their guilds
Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info)
Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID
Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn
Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax:
GET=parent1 parent2 parent3 (etc)
Fixed an issue where NPC backpacks would not have the max item capacity set properly
Added new properties for CItem objects (also exposed as JS Item Properties):
maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting)
baseRange // base distance throwing weapons (when implemented) can be used at
Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE:
MAXRANGE=# // Specifies max range of ranged weapon
Added support for new Item/NPC DFN tags to support randomizing elemental resistances:
RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value
RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value
RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value
RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value
Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races
ALLOWEQUIPLIST=#
BANEQUIPLIST=#
Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races.
Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects
ScriptSections are now reapplied for items bought by players from NPC vendors
Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground
Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor
Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property
Fixed house commands triggering (useless) targeting cursors for players onboard boats
Changed default statcap in UOX.INI from 325 to 225
Fixed a out-of-range error for players attempting to combine ore inside their own backpack
Fixed various issues with distance checks and container checks when using/target objects
Added optional 4th "hue" parameter to AddGump JS method
Added JS Function to get total amount of accounts on server - GetAccountCount()
Added JS Function to get total amount of players online - GetPlayerCount()
onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters
Added some JS Functions to expose some hard-coded constants to JS scripts:
BASEITEMSERIAL() // Base item serial
INVALIDSERIAL() // Invalid serial
INVALIDID() // Invalid ID
INVALIDCOLOUR() // Invalid colour
Fixed an issue where JS character property .colour would modify origSkin property instead of colour
Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title
Character JS property .poison can now also be used to set a character's poisoned level, not just read it
Exposed Item property to JS engine:
.ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y.
.def // defensive value of item (Physical resistance post-AoS, AR in older UO)
// NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired
.resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0%
.resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0%
.resistLight // Light resistance of item 0-1000, where 1000 equals 100.0%
.resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0%
.resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0%
.resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0%
.resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0%
.damageHeat // Weapon deals Heat/Fire elemental damage (true/false)
.damageCold // Weapon deals Cold elemental damage (true/false)
.damageLight // Weapon deals Light elemental damage (true/false)
.damageLightning // Weapon deals Lightning elemental damage (true/false)
.damagePoison // Weapon deals Poison elemental damage (true/false)
.damageRain // Weapon deals Rain/Water elemental damage (true/false)
.damageSnow // Weapon deals Snow/Ice elemental damage (true/false)
Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default)
Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself
JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values.
JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works)
Fixed issue where JS properties for multis didn't always return correct values
The 'set command can now be used to set the armour class of items ('set ac #)
Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground)
Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service.
Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items:
'add static itemID
'tile static itemID
Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue:
/js/commands/targeting/add.js:
'add itemID rndValue
cmdtable.cpp and targeting.cpp:
'tile itemID rndValue
'tile itemID x1 x2 y1 y2 z rndValue
Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove
Added 'props as an alias for the 'tweak command
Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js)
Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js)
Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js)
Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command
Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js)
Updated check for cancelling of target cursor in various JS scripts
Minor updates to various JS scripts
Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied
Updated all NPC definitions to let NPCs spawn facing in random directions
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d7ac5c3218 |
Housing Revamp and more
Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i
Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc
Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc
When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to
Added tracking of new, persistent properties for houses via cMultiObj.cpp/h:
lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps
Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses
Added new tags for houses in house.dfn (default values applied if tag not specified):
MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi
MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi
MAXVENDORS=10 - Max amount of vendors allowed in a multi
MAXBANS=50 - Max amount of bans in a multi's ban list
MAXFRIENDS=50 - Max amount of friends in a multi's friend list
MAXGUESTS=50 - Max amount of guests in a multi's guest list
MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list
MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi
SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi
FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses!
INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses.
BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead
BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead
Added JS Event:
onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi.
Updated JS Events:
onEntrance() - can now trigger both for multi being entered and/or object entering
onLeaving() - can now trigger both for multi being left and/or object entering
onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled
Added JS Multi methods:
.IsBoat() - Returns whether the item (or multi) is a boat
.IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi
.IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi
.IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi
.IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi
.IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi
.AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi
.RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi
.AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi
.RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi
.ClearOwnerList() - Clears all entries from a multi's (co-)owner list
.ClearFriendList() - Clears all entries from a multi's friend list
.ClearGuestList() - Clears all entries from a multi's guest list
.ClearBanList() - Clears all entries from a multi's ban list
.SecureContainer( itemToSecure ) - Secures a container in a multi
.UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi
.IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi
.LockDownItem( itemToLockDown) - Locks down an item in a multi
.ReleaseItem( itemToRelease ) - Releases a locked down item in a multi
.KillKeys() - Deletes ALL keys associated with a multi
.AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers
.RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers
Added JS Item (Multi only) properties:
.lockdowns - Get the number of lockdowns in a multi
.maxLockdowns - Get/Set the max number of lockdowns allowed in a multi
.secureContainers - Get the number of secure containers in a multi
.maxSecureContainers - Get/Set the max number of secure containers allowed in a multi
.trashContainers - Get the number of trash containers in a multi
.maxTrashContainers - Get/Set the max number of trash containers allowed in a multi
.friends - Get the number of friends in a multi's friend list
.maxFriends - Get/Set the max number of friends allowed in a multi's friend list
.guests - Get the number of guests in a multi's guest list
.maxGuests - Get/Set the max number of guests allowed in a multi's guest list
.owners - Get the number of owners in a multi's owner list
.maxOwners - Get/Set the max number of owners allowed in a multi's owner list
.bans - Get the number of banned players in a multi's ban list
.maxBans - Get/Set the max number of banned players allowed in a multi's ban list
.vendors - Get the number of player vendors in a multi
.maxVendors - Get the max number of player vendors allowed in a multi
.deed - Get the item sectionID for deed used to place multi
.isPublic - Get/Set the private/public state of a multi
.buildTimestamp - Get the timestamp for when the house was originally placed
.tradeTimestamp - Get the timestamp for when the house was last traded to another player
.banX - Get/Set the ban location X offset for the multi
.banY - Get/Set the ban location Y offset for the multi
Added JS Character properties:
.multi = Get/Set the multi object the character is in
.accountNum = Get the account number the character belongs to
.housesOwned = Get a count of houses owned by the character
.housesCoOwned = Get a count of houses co-owned by the character
Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis
Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through:
"default" or no parameter - all characters inside the multi
"owner" - players on multi's owner list
"friend" - players on multi's friend list
"guest" - players on multi's guest list
"banned" - players on multi's ban list
Added new INI tags to a new section of uox.ini called [houses]
DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses
PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0)
TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0)
MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked
MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character
CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time
COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners
Added new INI tags in [settings] section of uox.ini:
ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default.
MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125.
Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable:
js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses
js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign
js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc.
js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players
All house-related menus now fully handled through JS
All house commands and other functionality now fully handled through JS
Removed redundant hard-coded house functionality
Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc.
Implemented Private and Public houses
Implemented Secure Containers and Trash Barrels
Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type
JS scripts can now be attached directly to houses
Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses
Added new item to dfndata/items/containers/misc.dfn - [trashbarrel]
Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script.
Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player
Fixed an issue with house doors being left behind after demolishing houses while their doors were open
Fixed an issue where GMs could be banned from player houses
Added Line of Sight checks to speech, to give players some privacy in their own homes
Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads
Updated house placement code to move characters blocking house placement to SE corner of the house
Updated house placement code to disallow placing houses in guarded regions, or in dungeons
Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1
Added new region (247) that covers path to Valley of Eodon in Felucca
Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled
Added new region (249) that covers entire T2A lands, with player housing disabled
Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code
Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse()
Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items
Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners
Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye
Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends:
Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles
Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items
Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors
Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves
Added some feedback to player about why their attempted house placement failed
Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one
Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house
Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses
Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons
House add-ons can now be converted back into house add-on deeds by chopping them with an axe
Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses
Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring
Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours
Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished
Added NODECAY tag to all signs and doors in dfndata/house/house.dfn
Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn
Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically
Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items
Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container
Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order!
Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations.
Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors!
Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client
Exposed character property .accountNum to JS engine
Extended CDataList class to include a Clear() method for clearing lists
Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself.
Updated JS File method .Length() to return a value of -1 for files that don't exist
Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag
bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck )
Added JS function used to find the root container of an item (if any)
FindRootContainer( itemSerial )
FindRootContainer( item )
Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply.
bool DeleteFile( fileName, subFolderName )
Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features.
GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server
GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server
Added new JS function for returning the value of almost any server setting from UOX.INI
GetServerSetting( settingNameInDoubleQuotes )
Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis
Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad
Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack
Added new functions in findfuncs.cpp to make it easier to find items near another object or location:
findNearbyItems( object, distance )
findNearbyItems( x, y, worldNumber, instanceID, distance )
Added new Item property - maxItems - used by containers to determine their max item capacity
Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers)
Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full!
Added new DFN tag for items, used by containers to determine item capacity for a given container:
MAXITEMS=# // 125 is the default for all containers if not set
Added new JS Item properties:
.maxItems // gets/sets item capacity for a given container
.totalItemCount // gets total item count in a container, including sub-containers
Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity
Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one
Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #)
Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten
Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food!
Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools
Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required!
speechTarget - What kind of target is this message intended for?
0 - Only visible for sender and receiver of message
1 - Visible to all players in range
2 - Visible to all NPCs and players in range
3 - Visible to all PCs everywhere + NPCs in range
4 - Visible to all PCs everywhere (broadcast)
5 - Only visible for the receiver of the message
speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5
speechFontType - The type of font to display the text in. Defaults to normal.
0 - Bold
1 - Normal with shadow
2 - Bold with shadow
3 - Normal
4 - Gothic
5 - Italic
6 - Small, dark
7 - Colourful
8 - Runic (only works with CAPS)
9 - Small, light
Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done
Added info about compiler/environment displayed at the top of the UOX3 console during startup
Updated dictionary files with new messages primarily related to housing
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17947a3cdb |
Misc fixes - 0.99.3a
Undid dictionary rename from ENG to ENU and FRE to FRA; these are not actual language codes, but groups of language codes - ENU covers all English language codes, FRA covers all French ones. Refined build notes Updated Debug Information Format for Debug x64 platform in VS project properties to Program Database for Edit and Continue Minor fix for a half-broken system (automatic adding of items to add-menu) that needs to be revamped or removed Commented out some thread-locking code that was causing UOX3 to crash under certain circumstances Fixed a few cases of threads sleeping for microseconds instead of milliseconds Replaced all calls to UOXSleep with direct call to std::this_thread::sleep_for(), and removed UOXSleep function from funcdecl.h Fixed an issue with "Gold" ore/ingot type, which was mislabelled as "Golden" in the ORE_LIST section of skills.dfn Fixed an issue where crafting skills might consume the wrong resource if additional resources of the same ID but different color were present in player's backpack Improved AmbientFootsteps feature so footstep sounds are played more in tune with character movement AmbientFootsteps now also play for NPC movement Changed how code handles randomizing between MINTIME and MAXTIME values from region spawners; now multiplies values by 60 (to get seconds) before randomizing, instead of after, to make use of full range of seconds between the values (which are in minutes) Adjusted default global NPC movement speeds in [speedup} section of uox.ini to use less extreme values Added a DEBUGMOVEMULTIPLIER define in cChar.cpp used to multiply NPC movement delays by the specified value (1.75 by default) when running UOX3 in debug mode, due to reduced server performance in debug mode Documentation updates: Added section on DFN tags for Character, Item, Region, SpawnRegion and Weather DFNs. Added Feature documentation for Mining and customizable ores Added More details in feature documentation for Spawn Regions Updated feature documentation for Dictionaries Added more details in UOX3 history section |
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166d3b0119 |
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
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93f306ca48 |
Improvements to UOP handling, misc fixes
Improvements to handling of UOP format; now takes a cleaner approach, loads files faster (punt) Fixed a issue in JS/COMMANDS/TARGETING/add.js that would display 'undefined' in system message when adding raw/base items Updated default jail time in JS/COMMANDS/TARGETING/jail.js (and in code) from 100000 seconds to 86400 seconds (24 hours) All references in code and scripts to "midi" changed to "music", to reflect fact that modern clients don't actually even have midi files. This change covers both GM commands, DFN tags in regions.dfn and JS methods/properties. Added new socket property for storing temporary int in JS - tempInt2 Added new socket property for storing temporary object in JS - tempObj2 Expanded XGO command in JS/COMMANDS/TARGETING/x.js to support optional world and instance parameters Fixed an issue that prevented characters from vanishing from the the sight of players when teleporting to a different instance Added support for ClassicUO client's WorldMap tracking packet (0xf0) for guildmembers/partymembers. This is the same packet as Razor uses for feature negotiation, so merged the handling of those two packets together into CPIKrriosClientSpecial, which can also be extended to handle other uses of this packet. Added new UOX.INI setting whether shard should respond to ClassicUO client's WorldMap tracking packets for guildmembers/partymembers CLASSICUOMAPTRACKER=0 |
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3e8006c648 |
Code cleanup
Embraced the usage of R32, R64, SI16, UI16, SI32, UI32, SI64 and UI64 typedef aliases as replacement for built-in types throughout the sourcecode: typedef float R32; typedef double R64; typedef signed char SI08; typedef unsigned char UI08; typedef signed short int SI16; typedef unsigned short int UI16; typedef signed int SI32; typedef unsigned int UI32; typedef signed long long SI64; typedef unsigned long long UI64; As part of this process, UI32 was redefined from unsigned long int to unsigned int, and SI32 from signed long int to signed int to ensure the size of variables using these remain the same (32bit) across both Windows, Linux and MacOS for both 32bit and 64bit platforms Replaced instances of toLong() with toInt(), and toULong() to toUInt() Replaced instances of "long" and "int" with SI32 where possible Replaced instances of "unsigned long" and "unsigned int" with UI32 where possible Replaced instances of "float" with R32 where possible |
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29fccce26c |
Support for feature negotiation with assist tools
Added support for feature negotiation with Razor, AssistUO and other assistant tools that support this feature via new UOX.INI settings:
ASSISTANTNEGOTIATION=0 // If enabled (1), sends a request (packet 0xF0) to negotiate features with assistant tools upon login. Defaults to (0)
KICKONASSISTANTSILENCE=0 // If enabled (1), disconnects clients that don't respond (with packet 0xF0) to request via assistant tool within 30 seconds. Defaults to (0)
Added new section at bottom of UOX.INI to allow shard admins to control which assistant features get disabled:
[disabled assistant features]
{
AF_FILTERWEATHER=0 // Weather Filter
AF_FILTERLIGHT=0 // Light Filter
AF_SMARTTARGET=0 // Smart Last Target
AF_RANGEDTARGET=0 // Range Check Last Target
AF_AUTOOPENDOORS=0 // Automatically Open Doors
AF_DEQUIPONCAST=0 // Unequip Weapon on spell cast
AF_AUTOPOTIONEQUIP=0 // Un/Re-equip weapon on potion use
AF_POISONEDCHECKS=0 // Block heal If poisoned/Macro IIf Poisoned condition/Heal or Cure self
AF_LOOPEDMACROS=0 // Disallow Looping macros, For loops, and macros that call other macros
AF_USEONCEAGENT=0 // The use once agent
AF_RESTOCKAGENT=0 // The restock agent
AF_SELLAGENT=0 // The sell agent
AF_BUYAGENT=0 // The buy agent
AF_POTIONHOTKEYS=0 // All potion hotkeys
AF_RANDOMTARGETS=0 // All random target hotkeys (Not target next, last target, target self)
AF_CLOSESTTARGETS=0 // All closest target hotkeys
AF_OVERHEADHEALTH=0 // Health and Mana/Stam messages shown over player's heads
AF_AUTOLOOTAGENT=0 // (AssistUO only) The autoloot agent
AF_BONECUTTERAGENT=0 // (AssistUO only) The bone cutter agent
AF_JSCRIPTMACROS=0 // (AssistUO only) Javascript macro engine
AF_AUTOREMOUNT=0 // (AssistUO only) Auto remount after dismount
AF_ALL=0 // All features
}
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342385d2f2 |
Instance-support and misc code cleanup
Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call |
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4d471f9b4c |
Additional function parameters passed as const references
Additional function parameters passed as const references |
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e1d376a1fd | Updating CVS to bring it up to speed with latest UOX3 version - 0.99.2 | ||
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afc0c8e0ac |
Added:
-JS Get/Set "vulnerable" handlers for character properties (Abaddon) -willHunger with Get/Set HungerStatus() wrappers to CChar class (can now selectively stop a character/creature from continuing to hunger) -JS Get/Set "willhunger" handlers for character properties Changed: Linux compile fixes (thanks Malketh) Hash.h warning fixed (thanks Philantrop) Fixes to getRootPack() and getPackOwner() Removed many #includes from the global scope, including them in the specific files that need them This should greatly reduce compile time and filesize, along with the need to recompile after altering most headers Removed the linux ifdefs around typedefd function declarations, this should work with gcc 3.2 Moved global loading functions into a new cFileIO() class to take them out of global scope Fixed an issue causing items to not be sent to the client (thanks Malketh) Moved some global structs into the CWorldMain class Fixed a bug causing a crash on character / item creation Moved all effects stuff into its own class to take it out of global scope Changed the variable CChar::region to CChar::regionNum to avoid conflicts with the cTownRegion region[] indexes Moved getbestskill(), isHuman(), and inDungeon() into the CChar class to remove them from global scope Took npcSimpleAttackTarget() out of global scope Rewrote restock() to make use of restockNPC() Changed the typedef'd iterator in hash.h to HASHITERATOR to kill a Linux warning Renamed cEffects::soundeffect() to PlaySound() and removed unneeded overloads Fixed a bug causing executebatch to be set with locationcount data Rewrote cEffects::bgsound() Documented sounds.cpp Misc minor cleanups / fixes Removed: sendItemsInRange() (CChar::Teleport() does the same thing) Many #includes that were not being used deathMenu() respawnnow() and moved all of its code into command_respawn() one instance of cEffects::scpSoundEffect() and renamed the other to PlaySound() 3/13/2003 Changed Fixed an issue allowing the server to not have a dictionary.ZRO (which would cause a crash when a dictionary entry was called with no language) Fixed an issue causing the server to puke when it attempted a restart Moved SpawnRandomItem() into cItem class Moved SpawnRandomMonster() into cCharHandle class Broke necro.dfn into fishing.dfn and digging.dfn Made better use of SpawnRandomItem() and SpawnRandomMonster() 3/12/2003 Added: CPOpenGump and CPSpeech packet class to remove some global vars (Note these are pretty basic classes and someone with a better understanding of how we handle sending/recieving packets could probably expand these to make better use of them) Changed: Moved many global vars into the CWorldMain() class Cleaned ResetVars() in uox3.cpp as ResetDefaults() in CWorldMain() now handles much of that Added a check to ensure text wasn't sent twice in talking(), should fix double-speech Cleaned up cmdtable.cpp removing a couple duplicate entries, etc Changed target() to only require 4 values (as the first two were always 0 and 1) Removed many unneeded typedefs and globals Went through cServerData() and noted unused server.ini entries Moved title1(), title2(), and title3() to cClick.cpp since that is their only usage, made use of MAX_TITLE to ensure we wouldn't overrun the buffers, and renamed them matching what title they were 3/11/2003 Changed: Fixed a potentially very serious bugs with how containers were being set upon loading the world Fixed possible re-adding of weight to containers and characters at load Fixed a bug causing equipped items that were not weapons to take damage in combat Minor cleanups / warning fixes / Linux compatability issues (punt) 3/7/2003 Overhauls/Additions/Major Changes Changed: Tweaks/Object Conversions/Misc Small Changes Changed: Changed CItem::Get/SetLayer() to a UI08 Fixed a bug in speech causing you to see your own text twice Fixed a nasty crash bug |
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ef296a7997 |
Changed:
-Fixed a potentially very serious bugs with how containers were being set upon loading the world -Fixed possible re-adding of weight to containers and characters at load -Fixed a bug causing equipped items that were not weapons to take damage in combat -Minor cleanups / warning fixes / Linux compatability issues (punt) -Changed CItem::Get/SetLayer() to a UI08 -Fixed a bug in speech causing you to see your own text twice -Fixed a nasty crash bug caused by changing an items layer -Fixed a bug causing NPC's to always be the first attacker -Armor DEF system overhauled to match OSI system -Updated Hash Table Remove() calls to remove unrefrenced parameter "index" -Changed cSocket::Get/SetDWord() to a UI32 to fix problems checking it against INVALIDSERIAL and storing large serial numbers -Changed cSocket::AddID() to a UI32 for the same reason as above -Changed cSocket:::Get/SetWord() to a UI16 to fix possible problems storing ID's -Fixed up calcStealDiff() to match new weight system -Minor updates to CPStatsWindow to match the new Armor DEF system and Weight system -Fixed calls to getTileName() so the names container was set with MAX_NAME -Fixed up getFieldDir() using direction typedefs -Changed Get/SetMagic() to Get/SetMovable() -Cleaned up some unrefrenced params -Changed some int's to UI16's in books.cpp -WorldSave Changes: -XYZ and worldnum to Location=x,y,z,worldnum -HiDamage and LoDamage into Damage=hidamage,lodamage -Strength,st2,Dexterity,dx2,Intelligence,in2 changed to Strength=str,st2, Intelligence=int,in2, Dexterity=dex,dx2 -DWord0-3 changed to DWords=0,1,2,3 -FX1,FY1,FX2,FY2,FZ1 changed to WanderArea=FX1,FY1,FX2,FY2,FZ1 -MoreX,MoreY,MoreZ changed to MoreXYZ=morex,morey,morez -More,More2 changed to More=more,more2 -Type,Type2 changed to Type=type,type2 -Light,Rain,Heat,Cold,Snow,Lightning changed to RaceDamage=Light,Rain,Heat,Cold,Snow,Lightning -Fame,Karma,Kills changed to Reputation=fame,karma,kills -Complete rewrite to the Weight system -Weight is more permanent, removed need to recalc it constantly -Packs now show the weight of themselves and all their contents -Packs now have a weight limit (currently hardcapped to 400, should make it based on type of container and possibly scriptable) -All items use the weight value given to them in the scripts unless the entry is 0 in which case they pull weight from the MUL's -Better handling of overloaded for teleport / recall / walking -Weight will max out at 65535 stones and can not go lower than 0 stones -Items container is now set as a cBaseObject -Fixed up itemsfx() and renamed it to itemSound(), now better handles Gold sfx and where an item was dropped (ie in a pack or on the ground) -Cleaned up goldsfx() and renamed it to goldSound() -Many fixes to get/drop/wear/packItem functions -Minor fixes/cleanups in movement.cpp -Fixed a worldsave crash with tamed creatures -Pressing 0 in console reloads items as well as everything else -Made dagger usable for carve again -Fixed a horse mounting distance check -Noted (and in some cases fixed) unrefrenced variables throughout the code -Converted inscribe.gmp to inscribe.dfn and used NewMakeMenu() in favor of the old make menu system -Updated GetMagic() == 3 calls to IsLockedDown() calls (as that is all it should be used for) -Fixed up all IsLockedDown() calls, resources that are LockedDown can NOT be used, even by GM, until released -Also note, items that should be usable if locked: Skill items (looms, training dummies, etc, Recall runes) -Moved the two functions from newbie.cpp to pcmanage.cpp and removed newbie.cpp from the project -Moved action() and impaction() to effects.cpp -Moved isHuman() to npcs.cpp -Where possible made functions that were part of classes private -Made use of cCombat::getWeaponTyp |
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9522a042b3 | *** empty log message *** | ||
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a028643c5a | continuance of merge. Doing file sone by one. soif it doesn't compile, ewps.. | ||
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0999c86248 |
Included:
-Removed namespace dependance on std -Fix for Items vanisishin when dragged to the paperdoll (xuri) -Fix for multiple Item equip (xuri) -Fix for linux complie issues under gcc3.2+ (maarc) -Fix for performance dump/Logs (Dreoth) -Fix for npcSpawn (maarc) -Fix VC precompiler issues, For some resons warnings were not surprsesed -Added onCommand, and GetCommandSize meathods (Brakhtus) -Added some additional logging information for an effect and its ID (maarc) -Replaced previous account system with new re-write(DB Support soon) |
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5065062fe8 | Cleanup: Removed all "using namespace std;" and replaced it with proper calls without blanket namespace being used | ||
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d0b22bd8b8 | Imported Sources |