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https://github.com/UOX3DevTeam/UOX3
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42 commits
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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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e54dec97d8 |
Fishing revamp
Extended Character JS Method DoAction() to support two additional parameters - frameCount and playBackwards - which define the length of the animation (defaults to 7) and whether the animation should be played backwards (defaults to false). Note that this only works for old-style animations, and thus is not available for Gargoyle characters. Updated method syntax:
.DoAction( actionID ) // Old animation packet
.DoAction( actionID, null, frameCount) // Old animation packet with frameCount
.DoAction( actionID, null, frameCount, frameDelay ) // Old animation packet with frameCount, frameDelay
.DoAction( actionID, null, frameCount, frameDelay, playBackwards) // Old animation packet with frameCount, frameDelay, playBackwards
.DoAction( actionID, subActionID ) // New animation packet
Extended fishing JS script to include:
Fishing special fishing nets, big fish, messages in a bottle/SOS messages and associated shipwreck treasures, with chances of attracting sea serpents, deep sea serpents, water elementals and krakens while fishing.
Enhanced detection of fishing in shallow vs deep water, with deep water now being defined as any water tile that's 16 or more tiles away from the nearest land area.
Updated timer system, LoS checks,
Implemented SOS messages and shipwreck locations, with areas valid for potential shipwreck locations being defined in a new section of regions.dfn named [SOSAREAS], which follows the same syntax as the INSTALOG section in the same file. Once a message in a bottle is opened, a SOS message is generated with coordinates for a random shipwreck location, which players can sail to and fish near in order to find a sunken treasure (and other items).
Implemented shipwreck treasures, which come in 3 levels of quality (with an optional 4th quality level available), with increasing amount of gold, gems, scrolls, reagents and magic items (coming in next commit!) per quality level of treasure
Implemented special fishing nets, which can be used to fish up a variety of sea creatures (sea serpents, deep sea serpents, water elementals, kraken), which have a high chance of having SOS bottles on their corpses when defeated
Updated fishinglist.dfn, itemlist.dfn and lootlist.dfn to support new fishing updates
Updated movable state of various items that can be fished up (pillows, some pieces of furniture) to ensure players can move them!
Renamed ORERESPAWNAREA ini setting to RESOURCEAREASIZE (it's also used for ore, and logs) and reduced it from 10 to 8 to divide each world into 8x8 sized resource areas
Fixed a bug where the new fish resource type was not getting regenerated or saved properly
Added INSTANCEID support to INSTALOG section of regions.dfn, and added default WORLD and INSTANCEID entries to all areas
Fixed an issue with Runebooks (js/item/runebook.js) where the coordinates of a rune location would not be displayed properly
Separated map coordinate function from Runebook script to its own script (js/server/data/map_coordinates.js), which other scripts can call upon to get map coords using TriggerEvent() JS function
Ported sextant implementation from code to JS (5033=js/item/sextant.js), and removed the hard-coded version of this.
Updated Item DFN entry for sextants to include script=5033 tag
Fixed a bug in handling of the LOOT tag for NPCs where server would crash if a number was specified behind the item/itemlist to add as loot
The DFN tags PACKITEM and LOOT are now handled similarly when used for NPCs and Items respectively. PACKITEM can be used for adding items with specific IDs, or "list objects" from itemlists.dfn, while LOOT can be used to add items from lootlists.dfn. One big difference between these is that if the optional amount parameter is specified for either tag when used with itemlists/lootlists (PACKITEM=listObject,amount vs LOOT=lootlist,amount), PACKITEM will add the specified amount of the specified/randomly chosen item, while LOOT will add X amount of random items.
Updated implementation of ITEMLISTs and LOOTLISTs to support an optional weighting system, which can be used to adjust the probability of some items being chosen from these lists over other items. In the below example, specialfishingnet has a weight of 10, while the blank entry has a weight of 90, making it 9 times more likely for the blank entry to be chosen than the specialfishingnet! Note that higher weighted items should be sorted first for this to be accurate:
[LOOTLIST shipwreck_treasure_special]
{
90|blank
10|specialfishingnet
}
Using bladed weapons on stacks of fish will now cut the entire stack at once, instead of one fish at a time
Updated DFN entries for various sea creatures (dfndata/npc/seacreatures.dfn) to adjust color of NPCs, loot and NPC AI
Extended functionality of JS Function DoMovingEffect() to allow a set of coordinates as source location, without having to specify a character as either the source or target of the effect
Fixed an issue with sea creatures being unable to pathfind in shallow water due to underwater land tiles being treated as blocking
Moved fishing skill out of code and into js for more user friendly control
Added js/item/magicfish.js for the magic fish food
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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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b07df3ef07 |
Renamed Remove Trap skill in various locations in source and scripts from "removetraps" to "removetrap"
Renamed Remove Trap skill in various locations in source and scripts from "removetraps" to "removetrap" |
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8c86edff6d |
A couple minor fixes
A couple minor fixes |
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4815cbe00e | Addressed issue from previous commit on trying to pass a String type on a vardiac function | ||
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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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e33fd0876a |
Misc updates
06/07/2021 - Xuri Updated how UOX3 handles more, morex, morey and morez properties: DFN tags for these properties can now handle data in multiple formats. Example: MORE=1285, MORE=0 0 5 5, MORE=0x00 0x00 0x05 0x05, MORE=0x00000505 JS command 'set more/morex/morey/morez now accepts any of the above formats JS command 'get will now display both the decimal value for these properties, as well as the hex one JS command 'tweak will now display hex value for these properties in a tooltip Fixed an issue with target-based spells (like Magic Lock/Unlock, Magic Trap/Untrap, Telekinesis) that used the inverse result of a distance check to determine if players could cast such a spell at an item Fixed an issue where players could keep spawn containers open on screen to access items respawning inside without having to unlock/untrap container again after a respawn Locked containers (and spawn containers) will now show [Locked] in the item tooltip Spawn containers will now be re-trapped when new items spawn, if they were trapped originally. To trap a container: MOREZ=0x01 0x32 0x00 0x00 // 0x01 marks container as trapped, 0x32 says "deal 50 damage" when trap is set off Fixed trapped spawn containers not dealing damage when trap is set off due to magic damage function in source requiring a valid attacker (now no longer does) Updated source and scripts to use cliloc id 1050045 for custom tooltips rather than 1114778, as 1050045 is available in all client versions that support tooltips |
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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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d0b4493513 |
Decaying corpse parts, memory leak fixes
Corpse parts carved from human corpses will now have weight, and decay - as they're added as script items instead of base items Fixed some memory leaks in CMultiObj::GetBuildTimestamp(), CMultiObj::GetTradeTimestamp(), CWorldMain::SaveNewWorld() and cEffects::tempeffect() Misc smaller code cleanup |
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75fc56b0dd | NULL to nullptr | ||
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7b5b7fa4d6 |
IP handling changes, update of decorate command
Updated decorate command to support two additional object categories - containers and spawners - and the properties needed by these to function Fixed an issue with appending folder names to paths in File JS Method .Open() and JS File Function DeleteFile() Renamed default UOX3 server name (was too long) to My UOX3 Shard Rewrote server IP handling (new files: IP4Address.hpp/cpp) and did away with the need for the [play server list] section and SERVERLIST entries in uox.ini. UOX3 now automatically accepts and responds to connections on both local and LAN IPs, as well as an optional external/WAN ip defined in uox.ini tag EXTERNALIP, with server name defined by the existing SERVERNAME tag in the ini (punt) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com> |
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e63e0dac3e |
Various fixes
Added some error-checking to JS function AreaItemFunction() to avoid potential server crash Fixed an issue introduced in 0.99.4m, where objects being added to/moved to specific worlds or instances were still visible to players in other worlds/instances Fixed issue with loading SCPTRIG tag with value 65535 in older worldfiles, now treats these as if the value was 0 Updated JS Methods .AddCheckbox() and .AddRadio() to support specifying the gumpImageID to display when button is checked/selected. Updated syntaxes: .AddCheckbox( topHeight, topLeft, checkImage, defaultStatus, unk2 ) .AddCheckbox( topHeight, topLeft, checkImageOff, checkImageOn, defaultStatus, unk2 ) .AddRadio( topHeight, topLeft, radioImage, pressed, id ) .AddRadio( topHeight, topLeft, radioImageOff, radioImageOn, pressed, id ) Added new Socket JS Method to close a specific generic gump: .CloseGump( gumpID, buttonID ) // gumpID is normally equal to 0xffff + scripttrigger of script gump is created in, while buttonID is the buttonID response we want the client to send when gump closes Added new Gump JS Method to end a group of radio buttons started with AddGroup(): .EndGroup() // Ends previously started group element Re-enabled Gump JS Method MasterGump(), in case someone can use it for something .MasterGump( masterGumpID ) // Define master gump of gump? Added facet support for 'wipe and 'iwipe commands (js/commands/targeting/wipe.js). Updated syntax: 'wipe/iwipe Brings up target cursors. Wipes all objects in area between target locations, on same facet as user 'wipe/iwipe x1 y1 x2 y2 Wipes all objects in specified area, on same facet as user 'wipe [objType] [facet] Wipes all objects of specified type. If facet is specified, wipes only on that facet. objTypes: items, multis, boats, npcs, spawners or all 'wipe all Wipes ALL objects, on ALL facets, regardless of object type 'wipe all force Wipes ALL objects, on ALL facets, regardless of object type and whether wipeable flag is set |
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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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8909172a52 |
0.99.4k
Added layer=1 to spellbooks in dfndata/items/magic/misc_magic.dfn to allow NPCs to equip them (dragon slayer) Fixed issue with wipe command (js/commands/targeting/wipe.js) not working because script was referencing wrong name for socket Randomized initial position of items added inside containers via DFN tag PACKITEM Fixed issue with get (js/commands/targeting/get.js) and set (js/commands/target/set.js) commands where wrong property name was used for getting/setting old npcwander type Fixed various issues with in-game bulletin boards; posts can now be made, read and replied to using both regular client and ClassicUO client Fixed issue with bulletin board post removal that could cause infinite loops Fixed issues with and re-enabled bulletin board maintenance. Should no longer cause infinite loops, nor corrupt bulletin board posts when removing posts marked for deletion! This also fixes NPC escort quests not appearing on bulletin boards after initial quests were accepted and related posts removed. Added new GM command in js/commands/msgmod.js: 'msgmod on/off // If on, GMs who open a bulletin board while using ClassicUO client will be able to remove any individual message Added additional teleport locations in teleport.scp for Dragon Turtle Spawn area, Khaldun, Terathan Keep, Valley of Eodon, Minax Fortress, Stygian Abyss, Underworld Some minor fixes to regions.dfn - Name of Covetous dungeon, a set of coordinates for Ice Dungeon |
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4729cb8fe5 |
More modernizing
Additional work done to modernize string handling in CPacketReceive.cpp, CPacketReceive.h, CPacketSend.cpp, CPacketSend.h, cScript.cpp, gumps.cpp (punt) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com> |
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48494090ec |
0.99.4i
Fixed an error in tweak command (js/commands/targeting/tweak.js) when attempting to use it on characters with no backpacks Updated a bunch of casts to use UOX3-specific typedefs for consistency Startup performance is now faster by an additional 70% over the previous commit, primarily due to modernization of HandleLine() functions in cBaseobject.cpp, cChar.cpp, cItem.cpp and cMultiObj.cpp (punt) |
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0bee2f33b5 |
0.99.4h
Exposed a (read-only) JS property for characters to fetch their hunger rate. Uses race's hunger rate if defined, otherwise uses HUNGERRATE form uox.ini: .hungerRate // Seconds between becoming hungrier Updated 'get command to allow retrieving a character's hungerRate property Added some details to console during UOX3 startup about which IPs and Ports UOX3 is listening to Added new JS event that triggers when a player clicks on the Quest button in the paperdoll. Triggers from character script if present, or global script if not: onQuestGump( pUser ) Added new JS event that triggers when player toggles a special move from a combat book. See packet 0xBF, subCmd 0x19 in packet guides for details on the special moves, whose IDs range from 0x00 to 0x1D: onSpecialMove( pUser, abilityID ) Fixed invalid ID for items [0x0174] and [0x0175] in dfndata/items/building/walls/stone_walls.dfn Updated FileSize() function in regions.cpp to fetch file size using std::filesystem::file_size() instead of creating an input stream, opening a file and then trying to seek the last position in the file Added findNearbyObjects() function to findfuncs.cpp, to find all objects (characters and items) of CBaseObject class near a specified location Improved performance when initializing multis on startup; now checks for items near multis, instead of checking for multis near every single item! Improved performance when loading items and characters from worldfiles during startup; around 33% faster for release builds, around ~50% faster when running in debug mode through visual studio (punt) Updated createSection() in ssection.cpp to use std::string and StringUtility functions instead of UString, and added some error handling (punt) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com> |
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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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77901a697c |
Various teleport fixes - v0.99.4c
Exposed Item properties to JS Engine: .dexterity // dexterity required to equip item .intelligence // intelligence required to equip item Fixed issue where changing worldnumber of an item via tweak command would not remove the item from sight of nearby players in the original location Fixed issue where characters teleporting to a new world would sometimes not be removed from sight of nearby players in the original location Fixed issue where being released from jail cells to a location in a different world would not send map change packet Fixed issue where changing worldnumber of a player character via tweak command would not send map change packet Fixed issue where teleporting GM/Counselor to a player's location when responding to a help request would not send map change packet Fixed issue where recalling off a recall rune in a different world would not send map change packet Fixed issue where using travel menu or 'go place # command would not send map change packet when going to a location in a different world When marking recall runes, they will now get a hue reflecting the facet they were marked in (UOX3/js/commands/targeting/magic.js) Tooltips for recall runes will now show the name of the facet they were marked in, with facet names being pulled from entries 1975 to 1980 in the dictionary files |
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e8d21cbc4d |
Misc small fixes
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page. Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books. Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15% Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client Fixed an issue with converting a house from public to private while there were player vendors in the house Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors. Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though. Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)! Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions. Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations Updated timestamp for packet logs to include milliseconds for greater granularity |
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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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2ea6a9f8af |
Mining enhancements and more
Updated warning messages printed in UOX3 when attempting to inherit an invalid/non-existent item or character script entry using the GET tag, to also include the name of the script entry being inherited Added new tag for ore types in skills.dfn that determines default chance of finding a particular ore (can be overridden via OREPREFS tag in regions.dfn): ORECHANCE - takes a value from 0 to 1000, where 1000 equals 100.0% Added default ORECHANCE values for each ore type in skills.dfn, based on estimated chance of finding these ore types around the era of Publish 15/16 in Official UO OREPREFS tag in regions.dfn now uses [sectionName] of ore type from skills.dfn instead of actual name of the ore OREPREFS tag in regions.dfn now uses comma as separator instead of space. New syntax: OREPREFS=[oreType,oreChance] Added chance of getting different ore sizes when mining Added functionality to combine and transform larger ores into smaller ores by double-clicking some ore and targeting other ore instead of a forge Added functionality to return different amount of ingots when smelting ore, based on the size of ore being melted Fixed a bug introduced in 0.99.3 that would set invalid values for certain properties on newly created items and NPCs if the tag for that property in the DFNs accepted random values, but only supplied one value. Example: Amount=1, vs Amount=10 20. As part of the fix for this, added sanity checking for all item and character DFN tags that accept two values. Fixed weapon damage not appearing in status gump Fixed a spidermonkey compilation issue with xcode 12.0.1/Apple clang v 12.0.0 (clang-1200.0.32.2) (punt) Added missing layer tag to fishing pole items in DFNs (dragon slayer) Added missing item definitions for wooden kite shields (0x1b78 and 0x1b79) based on coloured ingots Added house addon deeds for bear rugs (dragon slayer) Updated dictionary files with various new strings related to mining |
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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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a9a889c035 |
uop map support
Added support (UOPInterface.cpp/hpp) for loading map files in UOP format, allowing UOX3 to use map files from clients up to at least v7.0.86.2 without requiring files to be converted to mul format first. Loading of UOP files is slower than for equivalent mul files, but after startup, the performance of lookups remains the same for both (punt) Updated TWEAK, INFO in code and ISTATS, CSTATS in gumps.js to display 4-digit hex-ids for IDs consistently in the format of 0x#### Fixed issue that would disconnect ClassicUO users if they used WorldMap feature in the client, via CPIKrriosClientSpecial() handler in CPacketReceive.cpp/h, which will handle all things packet 0xF0. As of yet it doesn't respond correctly to the WorldMap-related version of the packet, but at least it no longer disconnects this client from the server. |
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0590a2a1e7 |
Crash fix, townstone fix
Updated healing.js to disallow usage of healing skill if target is in a house/multi not owned by either healer or healee Fixed broken starting locations in UOX.INI Fixed an issue with CPSendGumpMenu::AddText() that caused guildstones and townstones to crash server when used Fixed an issue with CTownRegion::DisplayTownMenu() that prevented players from joining a town when interacting with a townstone for the first time |
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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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ae580a99a6 |
Various fixes and additions
Updated CGump_AddToolTip() gump method - now accepts up to 10 optional cliloc arguments to go with specified cliloc. Can also be used to display custom tooltip text if used with a cliloc like 1114778. Cliloc arguments and custom tooltips only work in client version 7.0.16.0 or above. Updated CPSendGumpMenu::AddCommand() to use the safer vsnprintf instead of vsprintf, and increased msg buffer size from 512 to 1024 Updated CPIUpdateRangeChange::Handle() to include additional client definitions: CV_HS2D and CV_HS3D Added new pack types in PackTypes enum: PT_GAME_BACKGAMMON, PT_GAME_CHESS, PT_MAILBOX1, PT_MAILBOX2, PT_MAILBOX3, PT_MAILBOX4, PT_MAILBOX5, PT_MAILBOX6, PT_MAILBOX7, PT_MAILBOX8, PT_MAILBOX9, PT_WALLSAFE, PT_SAFE Updated getPackType() with additional container definitions for the following pack types: PT_RBASKET - winnoning basket (0x1882) PT_GCHEST - gargoyle chests (0x4025, 0x4026), metal chests (0xA304, 0xA305), rusty metal chests (0xA306, 0xA307), gold chests (0xA308, 0xA309), barnacle metal chests (0xA30A, 0xA30B) PT_GAME_BACKGAMMON - backgammon boards (0x0E1C, 0x0FAD) PT_GAME_CHESS - chess board (0x0FA6) PT_MAILBOX1 - dolphin mailbox (0xA202, 0xA203, 0xA204, 0xA205) PT_MAILBOX2 - squirrel mailbox (0xA206, 0xA207, 0xA208, 0xA209) PT_MAILBOX3 - barrel mailbox (0xA1F5, 0xA1F6, 0xA1F7, 0xA1F8) PT_MAILBOX4 - light mailbox (0xA268, 0xA269, 0xA26A, 0xA26B, 0xA26C, 0xA26D, 0xA26E, 0xA26F) PT_MAILBOX5 - sitting kitten mailbox (0xA3EB, 0xA3EC, 0xA3ED, 0xA3EE) PT_MAILBOX6 - standing kitten mailbox (0xA3EF, 0xA3F0, 0xA3F1, 0xA3F2) PT_MAILBOX7 - scarecrow mailbox (0xA3F3, 0xA3F4, 0xA3F5, 0xA3F6) PT_MAILBOX8 - lion mailbox (0xA3F7, 0xA3F8, 0xA3F9, 0xA3FA) PT_MAILBOX9 - square gray mailbox (0x4141, 0x4142, 0x4143, 0x4144) PT_WALLSAFE - wall safe (0x8B8F, 0x8B90) PT_SAFE - safe (0x9C18, 0x9C19) Updated CItem::IsShieldType() to include shield IDs from SA expansion Added IL_TALISMAN (0x09) and IL_FACE (0x0F) to ItemLayers enum to allow equipping talismans and faces in clients that support this Updated getWeaponType() (in both code and JS) with additional weapon definitions: ONEHND_LG_SWORDS - anquique sword 1 (0xA33B, 0xA33C), antique sword 2 (0xA33D, 0xA33E), antique sword 3 (0xA33F, 0xA340), skull sword (0xA341, 0xA342), gargoyle skull sword (0xA345, 0xA346) LG_MACES - skull staff (0xA343, 0xA344), gargoyle skull staff (0xA347, 0xA348) Updates keys.js with some distance checks Misc updates to JS Docs |
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8b0d49724a |
Various fixes, some support for newer client versions
Added additional ClientVersion enum values to start implementing support for clients above 7.0.24.0. Ini settings disabled by default. Updated packet 0x78 to always send item colour for clients above 7.0.33.1, which also fixes rendering of items on paperdoll for these clients Client requests sent by the Bandage Self macro (packet 0xBF, subcommand 0x2C) can now be handled in the JS engine via the onUseBandageMacro( socket, targetChar, bandageItem ) JS event (JS Docs updated with details). Removed a restriction on speech that prevented onSpeech JS event from triggering based on speech from dead player characters Fixed hairs and beards not being restored properly on player characters after dying and being resurrected (and then relogging) |
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6250910fbf |
Cleaned up some warnings
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com> |
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a5da577d4d |
Misc code cleanup
Resolved an issue with uninitialized struct members Removed some redundant conditional checks Made the boolean part of JS function RegisterSkill( <skillnum>, <bool> ) actually work; can now be used to disable/enable JS-implemented skills Fixed a bug with cHTMLTemplate::Process() where the same expression was used for both branches of a ternary operator Various minor cleanups; removed some unused variables, addressed some potential portability issues |
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e1d376a1fd | Updating CVS to bring it up to speed with latest UOX3 version - 0.99.2 |