openhub.net
Black Duck Software, Inc.
Open Hub
Follow @
OH
Sign In
Join Now
Projects
People
Organizations
Tools
Blog
BDSA
Projects
People
Projects
Organizations
U
UO's OpenSource Community
Settings
|
Report Duplicate
0
I Use This!
×
Login Required
Log in to Open Hub
Remember Me
Inactive
Commits
: Listings
Analyzed
2 days
ago. based on code collected
2 days
ago.
Mar 13, 2025 — Mar 13, 2026
Showing page 1 of 24
Search / Filter on:
Commit Message
Contributor
Files Modified
Lines Added
Lines Removed
Code Location
Date
12/09/2015 - Xuri Added new UOX.INI setting for defining the amount of stamina lost when using the fishing skill FISHINGSTAMINALOSS=2 // The amount of stamina lost when using the fishing skill
xuridabur
More...
over 10 years ago
10/11/2013 - Xuri (0.99.2c) Fixed some issues in CHandleCombat::CastSpell() and level1targ.js that stopped NPCs from casting Heal on themselves Added new UOX.INI settings to make hardcoded damage to armor and weapons in combat more customizable: WEAPONDAMAGECHANCE=17 // Chance of weapons taking damage when attacking WEAPONDAMAGEMIN=0 // Minimum amount of damage a weapon takes if damaged in combat WEAPONDAMAGEMAX=1 // Maximum amount of damage a weapon takes if damaged in combat ARMORDAMAGECHANCE=25 // Chance of armor taking damage when defending ARMORDAMAGEMIN=0 // Minimum amount of damage armor can take if damaged in combat ARMORDAMAGEMAX=1 // Maximum amount of damage armor can take if damaged in combat Added new UOX.INI settings for adjusting combat-speed on a global scale: GLOBALATTACKSPEED=1 // for adjusting speed of melee and ranged attacks globally for all chars NPCSPELLCASTSPEED=1 // for adjusting the overall speed of spellcasts for NPCs (base spellcast speed determined by SPADELAY tag in NPC dfns) Increased the chance of NPCs attempting to cast spells instead of doing regular attacks in combat-rounds
xuridabur
More...
over 12 years ago
14/11/2012 - Xuri (0.99.2b) Fixed issue where DISPLAYDAMAGENUMBERS and ATTACKSPEEDFROMSTAMINA settings in UOX.INI were overwriting the DISPLAYHITMSG setting instead of their own respective settings Fixed a server crash in CMulHandler::CheckStaticFlag() which could crash the server when using a client-version below 7.0.9.0 Fixed a potential server crash in cSkills::FishTarget(), which would possibly crash the server when using a client-version below 7.0.9.0
xuridabur
More...
over 13 years ago
04/11/2012 - Xuri (0.99.2a) Fixed issue introduced in previous version where any character-specific tags starting with the letter 'B' would not be loaded correctly from the worldfiles.
xuridabur
More...
over 13 years ago
03/11/2012 - Xuri (0.99.2) Added support for optional amount-values behind LOOT DFN-tag, and expanded PACKITEM DFN-tag to support amount for non-stackable items as well. Updated supported syntax goes as follows, with optional parameters shown in paranthesis: LOOT=lootlist LOOT=lootlist,amount LOOT=lootlist,minamount maxamount PACKITEM=itemid PACKITEM=itemid,amount PACKITEM=itemid,minamount maxamount PACKITEM=listobject PACKITEM=listobject,amount PACKITEM=listobject,minamount maxamount Fixed a bug in js/skill/healing.js that would stop players from being able to use skills after trying to cure poisoned characters with bandages Updated timers for curing and healing in js/skill/healing.js - should now take longer to heal/cure oneself with bandages than to do the same with others Added support for randomization in the AMOUNT DFN tag for items. Updated supported syntax: AMOUNT=amount AMOUNT=minamount maxamount Fixed an issue with corpses not having a maximum weight capacity defined; it is now set to 500 stones. Fixed an issue with hairs and beards not being set correctly on corpses UOX3 will no longer attempt to spawn items from lootlist/itemlist-entries titled "blank". These entries can be used to add some randomization. Fixed some incorrect values for WEIGHT-tags in dfndata/items/gear/armor/base_armor.dfn Fixed an issue with containers and weight, with the help of a new semi-permanent "baseWeight" property which is based on the initial weight of a spawned item. Added support for viewing (ISTATS-menu) and tweaking (TWEAK-menu) the new baseWeight item property Added new property for JS Item objects: baseWeight - should rarely if ever need to change, primarily used to fetch base weight of containers Added new JS command: 'FIXCONTWEIGHT - will iterate through all in-game containers and update their baseWeight (forced), weight (if empty and not already set) and weightMax (if not already set) properties Updated the 'INFO command with more detailed data about flags on the targeted tile Potentially fixed a segmentation fault in Linux by replacing JS_NewString with JS_NewStringCopyN in JSBool CBase_GetTag() Potentially fixed an issue with the Stone Walls/Stone Walls 2-sections of the add-menu, which could cause lengthy stalls when opened across network connections The MINECHECK uox.ini setting now defaults to 1 (mountains/caves/rocks only)
xuridabur
More...
over 13 years ago
25/10/2012 - Xuri OnCollide JS event can now be triggered from character scripts. NOTE: If both item and character have scripts attached, item script takes precedence. Fixed an issue where some LineofSight-checks (for double-clicking items, for instance) would erroneously fail to succeed Lumberjacking will now check if user is in range of target both at start and end of the chopping-process (previously start only) Fixed an incorrectly named variable in js/server/resources/bananas.js (dragon slayer) Added missing NPC entries: gazerlarva (dragon slayer) Updated dfndata/regions/regions.dfn to disallow Mark/Recall/Gate-spells in Felucca dungeons, and added some missing brackets (dragon slayer) Added support for randomizing the direction an NPC will face in when spawned. To do so, use "RND" as the specified direction in their DFNs. A pet being ordered to attack its owner (player), or another pet under the same ownership, should no longer result in criminal charges against the player in question. Fixed an issue where locked down items could get removed from the multi when bouncing back on pickup-attempts Fixed an issue where NPCs would never leave combat with targets that were unreachable on a different floor of a building than them. Items with visibility value of 3 (Permanent Hidden/GM Hidden) will now not show up to players in containers Members of the same party should no longer become criminals from attacking one another Expanded the maximum amount of available regions in regions.dfn from 255 to 65535 Minor cleanup done in various parts of the source Corrected weight of iron ingots in dfndata/items/skills/resources/smithing.dfn - they should now weigh 1 stone (weight=100) each.
xuridabur
More...
over 13 years ago
Fixed an issue introduced with the updated LoS-checks in the previous commit
xuridabur
More...
almost 14 years ago
31/03/2012 - Xuri Fixed an AND vs OR issue in CMulHandler::DoesStaticBlock() that caused an if-statement to behave incorrectly Updated LineOfSight() function with a new boolean parameter that allows LoS-checks based from the Z-level at a character's feet instead of at his head Added LineOfSight-checks for players (does not affect GMs) picking up/dropping items from/onto the ground, to stop an exploit with CircleOfTransparency When dropping an item into an invalid location, and the player is out of range of the original location where the item was picked up, it will now be dropped on the ground Players should now be able to use boat-planks and house-signs even while dead
xuridabur
More...
almost 14 years ago
Updated JS Docs to v0.48
xuridabur
More...
almost 14 years ago
24/03/2012 - Xuri Added several new JS Gump Methods: AddGumpColor( left, top, gumpID, hue ) // Adds a gump-image to the gumpstream, with a hue AddPictureColor( left, top, artID, hue ) // Adds a tile-picture to the gumpstream, with a hue AddToolTip( clilocID ) // Adds a tooltip to the previous gump-element that was added. AddTextEntryLimited( left, top, width, height, hue, relay, initialTextIndex, actualText, size ) // Add a text-entry gump with restriction on entry-length AddButtonTileArt( tL, tR, gumpIDnorm, gumpIDpush, buttonType, pageNum, buttonID, tileID, hue, tileX, tileY ) // Add a tile-picture as a part of a gump-button. AddXMFHTMLTok( left, top, width, height, border, scrollbar, hue, clilocnumber, clilocArgs... ); // Added missing script=5021 tag to the bedroll in DFNDATA/ITEMS/GEAR/provisions.dfn Added some script-crash protection in JS/ITEM/bedroll.js
xuridabur
More...
almost 14 years ago
21/03/2012 - Xuri (0.99.1)
xuridabur
More...
almost 14 years ago
21/03/2012 - Xuri (0.99.1) Added "HUMAN" DFN-tag to DFNDATA/CREATURES/creatures.dfn for all male/female player bodies, the GM body and all Savage human bodies Added NEWBIE-tag to items in DFNDATA/ITEMS/GMMENU/gm_skins.dfn (dragon slayer) Added MOUNTID=0x3EC6 to CREATURE 0x2cb (Boura) in DFNDATA/CREATURES/creatures.dfn (dragon slayer) Added an equippable boura mount-item (for NPCs) to DFNDATA/ITEMS/MISC/equippable-mounts.dfn Added some more missing regions to DFNDATA/REGIONS/regions.dfn (dragon slayer) Added new item to DFNDATA/ITEMS/MAGIC/reagents.dfn: bagofreagents - a bag containing 30 of each basic reagent. Added bagofreagents-item to Magic->Reagents portion of Add-menu in DFNDATA/ITEMS/ItemMenu.bulk.dfn Replaced PACKITEM-lines specifically for reagents for magery in newbie.dfn with PACKITEM=bagofreagents Submitted some updates to some DFN/JS-files that had somehow not been committed to the CVS properly
xuridabur
More...
almost 14 years ago
21/03/2012 - Xuri (0.99.1) Updated JS/ITEM/axe.js to use CreateDFNItem instead of CreateBlankItem to create new logs
xuridabur
More...
almost 14 years ago
21/03/2012 - Xuri (0.99.1) Futureproofed map-loading/reading code to support both UOP-wrapped and regular maps on a map-per-map basis. May not never need to, but still. Added new DFN-tag for creatures - "HUMAN". This now replaces the hard-coded list of "human" body IDs that is checked when playing animations, sounds, etc. Added support for specifying the amount of items to add (only works for stackable items) to a container using the PACKITEM tag. Syntax: PACKITEM=itemid,amount
xuridabur
More...
almost 14 years ago
Fixed issue where UOX3 would always try to read from mapfiles as if they were v7.0.24+ UOP-wrapped mapfiles, even in earlier clients with non-UOP-wrapped mapfiles
xuridabur
More...
almost 14 years ago
Fixed MaxWeight-value in status-gump for clients v5+ - will now reflect the actual MaxWeight calculated based on UOX.INI setting WEIGHTPERSTR
xuridabur
More...
almost 14 years ago
20/03/2012 - Xuri Fixed weight showing up incorrectly in item-tooltips for stacks of items Fixed a weight-related issue by clearing the CSocket variable pSpot (pickupspot) after dropping items Fixed a weight-related issue by clearing the CSocket variable pSpot (pickupspot) after bouncing back items on non-valid item-pickup attempts Added new function void PickupBounce() in cPlayerAction.cpp to avoid having to repeat some shared code all over CPIGetItem::Handle() Added CSocket::SetCursorItem() and CSocket:GetCursorItem() to be used for storing temporary pointers to items held by players on the mouse-cursor Fixed an issue where items picked up off the ground and held on the mouse-cursor while disconnecting/being disconnected would make said items vanish permanently
xuridabur
More...
almost 14 years ago
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
xuridabur
More...
almost 14 years ago
Uups. Small update to changelog.
xuridabur
More...
about 14 years ago
14/12/2011 - Xuri (0.98-4.0i) Fixed an issue causing errors when compiling in VS 2008 Express and newer (giwo) Added some exception-handling to cScript::DoCallback() in cScript.cpp (spdddmn) Added NPCWANDER-type 5 (WT_FROZEN) - which will stop NPCs from moving. Useful for reapers and corpsers and such. Added support for six new JS events: onBuy( socket, objVendor ) - triggers for vendor before tradegump is opened. Can be used to restrict vendor access. onSell( socket, objVendor ) - triggers for vendor before tradegump is opened. Can be used to restrict vendor access. onBuyFromVendor(socket, objVendor, objBought ) - triggers for item while item is being bought from an NPC vendor; return false in script to block sale, defaults to true onBoughtFromVendor( socket, objVendor, objBought ) - triggers on item after purchase has gone through and item has reached the player's backpack onSellToVendor( socket, objVendor, objSold ) - triggers for item while item is being sold to an NPC vendor; return false in script to block sale, defaults to true onSoldToVendor( socket, objVendor, objSold ) - triggers on item after sale has gone through and item has reached the vendor's boughtpack Included CJSMapping.h and cScript.h in vendor.cpp to support new JS events Added onBoughtFromVendor JS events to pet-statue scripts in JS/NPC/PETS/ to automagically turn statues into live pets immediately after being bought Added a NULL-check in CJSEngine::AquireObject() in CJSEngine.cpp (spdddmn) Added an extra check to CPISellItem to make sure the character trying to sell items still owns those items when accepting trade (Added a temporary workaround for NPC pathfinding with long queues of NPCs trying to reach the same target) Added new DFN tags for ranged weapons, defining ammunition id required (color optional) and missile-effect id played (color/rendermode optional): AMMO=id (color) AMMOFX=id (color rendermode) Added AMMO and AMMOFX tags to ranged weapons in archery.dfn, aos_weapons.dfn, se_weapons.dfn and baseitem.dfn Added support for Fukiya blowguns as an Archery weapon in code Added new item DFN tag (and JS item property) to define maximum amount of stones (weight) a container can hold (replaces hardcoded value): WEIGHTMAX=# (defaults to 40000 - or 400.00 stones - for all containers) Added container-capactity information to item tooltip Added "Locked Down" text to item tooltips for locked down items. Refresh seems funky though. Fixed an issue where tooltips would display the current weight of and amount of items being spawned by container-spawners Fixed a server crash caused by the Item Identification-skill when used on items of type 15 - IT_MAGICWAND Fixed item-tooltip that describes remaining charges on an item of type 15 - IT_MAGICWAND. Fixed an issue with the JS Method Open for File Objects where it wouldn't allow opening files for appending or writing, only reading Fixed name in addmenu for item 0x0F64 (unused torch) Fixed TrainerShopping list in DFNDATA/ITEMS/shoplist.dfn - now refers to actual animal-statue items in DFNs Fixed DIR values for various wall sconces (DFNDATA/ITEMS/lighting.dfn) and heating stands (DFNDATA/SKILLS/TOOLS/alchemy.dfn) Fixed some incorrect scriptIDs for lightsources in jse_fileassociations.scp and jse_objectassociations.scp Fixed broken smithing of agapite items due to duplicate item-numbers between agapite and gold crafting DFNs (DFNDATA/CREATE/smithing_agapite.dfn) Fixed 'SETRACE command, no longer tries to use non-existing method to set character's race (JS/COMMANDS/setrace.js) Fixed some confusion with how vendor buy/sell backpacks were handled internally in code Fixed an issue where onCreate JS scripts would not run for duped items Updated dictionary-files with some more messages, including a missing systemmessage used to inform of remaining amount of lockdowns in houses Changed MAX_NAME to a 128 byte limit to support long item names. Changed JS scripts for lights to save DIR to MOREX when turning light off, and load DIR from MOREX when turning on. Sets default DIR if no MOREX value can be found. Changed some items spawned through code to use CreateScriptItem (DFN based) instead of CreateItem (Tiledata-based): Leftover arrows and crossbow-bolts that appear on ground during combat All cases where gold coins are spawned (newbie gold, random fishing, gravedigging, result of trading, NPC escort reward, etc) Ingots created from smelting items Resurrection robes (DFN entry added to DFNDATA/ITEMS/GEAR/CLOTHING/clothing.dfn for potential tweaking) The empty bottles that appear after using a potion will now be DFN based (JS/ITEM/potion.js) Fixed an error in JS/ITEM/diceandcup.js (dragon slayer) Made spawners of type IT_AREASPAWNER (69) use the MORE value ('set more 0x0000XXYY) to determine offset area to spawn in Corrected hit sounds for bows and crossbows, were using dart sound Changed miss-sound for bows and crossbows to make them different from melee weapon misses Randomized impact-sounds for melee weapons Randomized get-hit sounds for male and female human characters Revamped spell-damage and magic-resist systems: Added new function in magic.cpp to calculate spell-damage after magic-resist and eval-int vs resist-check: SI16 CalcSpellDamageMod( CChar *caster, CChar *target, SI16 baseDamage, bool spellResisted ) Updated cMagic::CheckResist() with magic resistance formulas based on pre-AoS information Added BASEDMG tag to a number of spells in DFNDATA/SPELLS/spells.dfn. For damage-spells, it's the maximum potential basedamage done before bonuses (or penalties) based on target resist, caster eval int and item resistances. For healing spells, it's the maximum potential basehealing done before potential bonuses Damage-spells updated to use new methods for calculating damage and magic resistances, both of which should now be close to pre-AoS implementation Changed Chain Lightning and Meteor Swarm spells to split the total damage done between all targets Mind Blast changes: Mind Blast will now never exceed 60% of target max-health, nor above 120% of BASEDMG If target's Int stat makes out a larger percentage of his/her total stats (Sum of Str, Dex, Int) than the caster's, spell backfires onto caster Debuff-spells like Clumsy, Feeblemind, Weaken and Curse can no longer be fully resisted. Resisting will halve the effect-duration instead. Spells will now only do double damaga against non-human NPCs (monsters and animals) Exposed CombatExplodeDelay to UOX.INI, and changed the default delay between targeting and damage for the Explosion spell from 0 to 2 seconds Updated JS/MAGIC/level1targ.js with new magic damage and resist system, and added noNeedReags check on caster to potentially skip reagent checks Fixed (visual-only) issue where damage-numbers would display over head of caster twice if caster was also target Added JS Spell property "name" - can be used to get the name of a spell as defined in the dictionary-files (entries 593-662)
xuridabur
More...
about 14 years ago
Minor updates to documentation
xuridabur
More...
about 14 years ago
14/12/2011 - Xuri (0.98-4.0i) Updated dictionary-files with some more messages, including a missing systemmessage used to inform of remaining amount of lockdowns in houses
xuridabur
More...
about 14 years ago
2/7/2010 - Xuri (0.98-4.0h) Added new UOX.INI settings: GLOBALITEMDECAY - Toggles on/off item decay on a global scale. Note that it does not remove the decay-status from items, it just resets the decay-timer when it reaches 0 SCRIPTITEMSDECAYABLE - Toggles whether DFN-items will decay by default or not. Can be overriden by DECAY tag in item-DFNs BASEITEMSDECAYABLE - Toggles whether base-items will decay by default or not. Can be overriden by DECAY tag in harditems.dfn ITEMDECAYINHOUSES - Toggles default decay of non-locked down items inside multis (houses and boats) Removed lines from add.js that set decayable as true or false (except for spawners), default decay now handled by ini-settings Made skulls dropped as loot by Bonemages movable Fixed several issues with spawners.dfn, including incorrect names and spawnobject-entries (Puck) Added default ID to base_spawner item in DFNDATA/ITEMS/GMMENU/spawners.dfn to make it spawnable without invalid gfx Fixed an incorrect ID for Iron Ore in DFNDATA/HARDITEMS/harditems.dfn and DFNDATA/ITEMS/SKILL/RESOURCES/mining.dfn Fixed a bug that stopped UOX3 from reading and applying DIR values from item-DFNs correctly Added DIR values to all lightsources in DFNDATA/ITEMS/BUILDING/lighting.dfn Added DIR values to all .js files in JS/SERVER/LIGHT/ folder, enabling players to turn on/off lightsources
xuridabur
More...
about 16 years ago
2/3/2010 - Xuri The duping command (dupe.js) should now be able to dupe spawner-objects properly Added missing Tinker Tools and Fletching Tools to jse_objectassociations.scp (Puck) Fixed an incorrect name-entry in namelists.dfn (Puck)
xuridabur
More...
about 16 years ago
2/1/2010 - Xuri (0.98-4.0g) Fixed an issue with open doors in player houses that could cause them to decay if they were open during decay-check Fixed an issue with locked down items decaying (despite being inside houses) A system message should now be displayed when locking down items, showing how many lockdowns remain Added JS Item property: multi - A read-only Object-reference to the multi a specific item is inside Items of objType OT_SPAWNER with amount set higher than 1 should no longer be duped when picked up off the ground Added movable=2 and weight=50000 to Base_spawner-definition to make it impossible for players to steal them
xuridabur
More...
about 16 years ago
2/1/2010 - Xuri (0.98-4.0f) Added script for Dice and Cup-item, which lets players use said item to...(drumroll, please)...roll dice! Fixed an issue where NPCs could spawn at Z -128 Fixed an issue with regional spawns and type 69 spawners which would cause NPCs to be spawned in blocked locations Fixed an issue with type 62 spawners which would cause NPCs to spawn at Z 0 (Shudderz)
xuridabur
More...
about 16 years ago
1/31/2010 - Xuri (0.98-4.0e) Added DEF values to standard clothing, footwear and headwear Minor fix to JS/COMMANDS/TARGETING/add.js which ensures that the script won't break under some very specific circumstances System-message rapporting how many ingots player gets when smelting player-made items should now rapport correct amount Made GetScriptItemSettings look for "x" instead of "0x" in harditems.dfn, fixes some stacking issues with ingots Corrected IDs for gold coins and kindling in harditems.dfn by removing leading 0s in the IDs Crafting system can now handle MAXRANK values up to 255
xuridabur
More...
about 16 years ago
Moved buckler-entry in smithing.dfn from item 1 to item 367 as it doesn't seem possible to craft item number 1 Added missing pickpocket-dummy entries to jse_objectassociations.scp Added decayable = false to freeze command in misc-cmd.js Did some minor updates to the JavaScript Documentation Did some tweaks to some tailoring js-files to make spinning wheels stop breaking if global onCreateDFN script is present Removed erroneous DEF values from leather.dfn, studded_leather.dfn and bone.dfn - should use values from base_armor.dfn
xuridabur
More...
about 16 years ago
1/30/2010 - Xuri Fixed an issue with sword.js which stopped you from carving shafts/kindling from a single wooden log Re-ordered IDs listed under METAL in DFNDATA/CREATE/resources.dfn to make UOX3 give same ingot-types when smelting player-crafted items as when smelting raw ore.
xuridabur
More...
about 16 years ago
1/29/2010 - Xuri Fixed an issue that caused NPC shopkeepers to get overloaded by the weight of items in their shop-layers Fixed an incorrect entry in namelists.dfn
xuridabur
More...
about 16 years ago
←
1
2
3
4
5
6
7
8
9
…
23
24
→
This site uses cookies to give you the best possible experience. By using the site, you consent to our use of cookies. For more information, please see our
Privacy Policy
Agree