UOX3 Changelog
------------------------

-==============================-
-= 10/11/2013 - UOX3 0.99.2c  =-
-==============================-
Contributors: Xuri

Source Changes/Fixes:
	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	

-==============================-
-= 04/11/2012 - UOX3 0.99.2b  =-
-==============================-
Contributors: Xuri

Source Changes/Fixes:
	Fixed issue introduced in previous version where any character-specific tags starting with the letter 'B' would not be loaded correctly from the worldfiles.

-==============================-
-= 03/11/2012 - UOX3 0.99.2   =-
-==============================-
Contributors: Xuri, dragon slayer

Source Changes/Fixes:
	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... ); // 
	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
	Fixed an issue introduced with the updated LoS-checks in the previous commit
	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
	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
	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
	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 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
	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()
	The MINECHECK uox.ini setting now defaults to 1 (mountains/caves/rocks only)

JScript Changes/Fixes:
	Added some script-crash protection in JS/ITEM/bedroll.js
	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)
	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 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

DFN Changes/Fixes:
	Added missing script=5021 tag to the bedroll in DFNDATA/ITEMS/GEAR/provisions.dfn
	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)
	Corrected weight of iron ingots in dfndata/items/skills/resources/smithing.dfn - they should now weigh 1 stone (weight=100) each.
	Fixed some incorrect values for WEIGHT-tags in dfndata/items/gear/armor/base_armor.dfn
	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

Misc Changes/Fixes:

-==============================-
-= 21/03/2012 - UOX3 0.99.1   =-
-==============================-
Contributors: Xuri, dragon slayer

Source Changes/Fixes:
	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
	Fixed MaxWeight-value in status-gump for clients v5+ - will now reflect the actual MaxWeight calculated based on UOX.INI setting WEIGHTPERSTR
	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
	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

JScript Changes/Fixes:
	Updated JS/ITEM/axe.js to use CreateDFNItem instead of CreateBlankItem to create new logs

DFN Changes/Fixes:
	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

Misc Changes/Fixes:
	Submitted some updates to some DFN/JS-files that had somehow not been committed to the CVS properly

-==============================-
-= 19/03/2012 - UOX3 0.99     =-
-==============================-
Contributors: Xuri, giwo, Ghostwolf, dragon slayer, xantier, Eolirin, puck, spddmn, Shudderz, Jediman

Source Changes/Fixes:
	Fixed a crash caused by clicking on the Virtue Gump icon in the paperdoll
	Added some checking before sending a status window to ensure the character is visible and in range
	Added some checks to prevent one from inviting themselves to a party
	Fixed a bug with the JS Method Char.CastSpell() where it never returned a value to the calling script.
	Fixed an issue causing smelted iron ore to combine with colored ore already in a players pack.
	Fixed a bug making it impossible to accept or deny a recruit into a guild.
	Added functionality to automatically turn on the Guild title display of all members when a guild aligns with Chaos/Order.
	Added onDropItemOnItem( iDropped, cDropper, iDroppedOn ) JS Event to handle dropping an item on another item.
	Added onVirtueGumpPress( pUser, cTarg, buttonNum ) JS Event to handle clicking the Virtue gump icon (and subsequent menus).
	Automatic worldsaves can now be disabled by setting SAVESTIMER in UOX.INI to 0
	Pets are removed from petlist when their stabled flag is set to true, and added again when set to false
	Players will no longer have to shove through characters that are permanently hidden
	Fixed travelling by recall spell or magic gate between worlds
	Fixed Jailing and Releasing players in worlds other than world 0
	Fixed client/server synch-issue with boats by changing prSend( 1 ) to prSend( 0 ) in boat movement code (Jediman)
	Added support for LOOT and PACKITEM dfn tags in item-defintions, for pre-adding items to containers (Shudderz)
	Added system messages confirming when items have been locked down or released in a house
	Fixed a bug where targeting a non-valid object would crash UOX3 when trying to release locked down items
	Fixed a servercrash that occured when server tried to regrown wool on shorn sheep that were dead
	Fixed an issue that caused NPC shopkeepers to get overloaded by the weight of items in their shop-layers
	System-message rapporting how many ingots player gets when smelting player-made items should now rapport correct amount
	Crafting system can now handle MAXRANK values up to 255
	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)
	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 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)
	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 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 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 some confusion with how vendor buy/sell backpacks were handled internally in code
	Changed MAX_NAME to a 128 byte limit to support long item names.
	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)
	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)
	Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn
	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
	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 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).
	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
	Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed
	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!
	Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses.
	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 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
	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
	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
	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 code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts
	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.
	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

JScript Changes/Fixes:
	Moved the magic scroll handling from cPlayerAction.cpp out to JavaScript (items/magicscroll.js)
	Fixed an error in tailoring.js where invalid socket and character objects were referenced
	Removed a debug-message from taming.js
	Pen and Ink-items will now work similar to using the inscription skill directly
	Updated trainingdummy.js and pickpocketdip.js with code that will auto-fix them should their timers ever break
	Fixed issue with the 'ADD command that would put items in your backpack instead of target's backpack
	Removed a TriggerEvent from go.js that should not have been there
	Corrected scripttrigger for newly created bankchecks in banker.js
	Added stablemaster JS-script and assigned it to the animal-trainer vendors (Xuri)
 		Available commands: claim (list|pet-name), stable
	Added support for bamboo flute in musicianship/enticement/peacemaking JS-scripts (dragon slayer)
	Added new JS-script for bolas - JS/ITEM/bola.js (dragon slayer)
	Added entry for bola in jse_objectassociations.dfn (Xuri)
	Added bamboo flute to GM-menu under music instruments, and entries in jse_objectassociations.dfn (Xuri)
	Added definition of 0x1EB9 as a Tinker Tool in jse_objectassociations.scp
	Fixed an issue with sword.js which stopped you from carving shafts/kindling from a single wooden log
	Added missing pickpocket-dummy entries to jse_objectassociations.scp
	Added decayable = false to freeze command in misc-cmd.js
	Did some tweaks to some tailoring js-files to make spinning wheels stop breaking if global onCreateDFN script is present
	Minor fix to JS/COMMANDS/TARGETING/add.js which ensures that the script won't break under some very specific circumstances
	Added script for Dice and Cup-item, which lets players use said item to...(drumroll, please)...roll dice!
	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)
	Removed lines from add.js that set decayable as true or false (except for spawners), default decay now handled by ini-settings
	Added DIR values to all .js files in JS/SERVER/LIGHT/ folder, enabling players to turn on/off lightsources
	Added onBoughtFromVendor JS events to pet-statue scripts in JS/NPC/PETS/ to automagically turn statues into live pets immediately after being bought
	Fixed some incorrect scriptIDs for lightsources in jse_fileassociations.scp and jse_objectassociations.scp
	Fixed 'SETRACE command, no longer tries to use non-existing method to set character's race (JS/COMMANDS/setrace.js)
	Fixed an issue where onCreate JS scripts would not run for duped items
	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.
	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)
	Fixed various errors in JS/MAGIC/level1targ.js
	Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping
	Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer)
	Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js
	Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work
	Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing
	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
	Updated some JS Console Methods in JS/COMMANDS/consoletest.js
	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 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)
	Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0
	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 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

DFN Changes/Fixes:
	Added blank scrolls and empty books to ScribeShopping SHOPLIST
	Added new vendor NPCs using ScribeShopping shoplist: m_scribe and f_scribe
	Added new scribe-spawner item, and added it to GM-menu
	Sorted male and female NPCs and vendors alphabetically in the NPCs-menu
	Fixed some issues in shoplist.dfn
	Fixed teleport entries from Serpent's Hold to Fire dungeon (Ghostwolf)
	Added new midilist section (23) for dungeon music (Ghostwolf)
	Added MIDILIST=23 entry in region 29 (dungeons)
	Added missing Meteor Storm Scroll to DFNDATA/ITEMS/MAGIC/scrolls.dfn (Ghostwolf)
	Added a new DFN (DFNDATA\NPC\lbrraces.dfn) with Meer and Juka NPCs  (Ghostwolf)
	Added Meer and Juka races to races.dfn (Ghostwolf)
	Added Meer and Juka NPCs to GM-menu under Humanoid NPCs (Xuri)
	Fixed messed up smithing gump (Ghostwolf)
	Added Jhelom fighting pit to regions.dfn and renumbered the regions (Ghostwolf)
	Added other regions included dungeons, guard outpost, etc (Ghostwolf)
	Added regions in Trammel, Ilshenar, Malas and the Map of Tokuno Note (Ghostwolf)
	Updated instalog-section with Trammel and Ilshenar inns (Ghostwolf)
	Changed Bucc's Den regions to not guarded (Ghostwolf)
	Added two new NPCs - [shade] and [armeddaemon] to DFNDATA/NPC/undead.dfn and DFNDATA/NPC/daemons.dfn(Ghostwolf)
	Tweaked ID of existing [daemon] to that of the unarmed one (Xuri)
	Added Shade and Armed Daemon entries to GM menu (Xuri)
	Added entries for bamboo flutes in DFNDATA/ITEMS/SKILLS/MISC/music_instruments.dfn (Xuri)
	Added entry for bola in a new DFN file: DFNDATA/ITEMS/GEAR/WEAPONS/missile_weapons.dfn (Xuri)
	Fixed an incorrect entry in namelists.dfn
	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.
	Moved buckler-entry in smithing.dfn from item 1 to item 367 as it doesn't seem possible to craft item number 1
	Removed erroneous DEF values from leather.dfn, studded_leather.dfn and bone.dfn - should use values from base_armor.dfn
	Added DEF values to standard clothing, footwear and headwear
	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
	Added movable=2 and weight=50000 to Base_spawner-definition to make it impossible for players to steal them
	Fixed an incorrect name-entry in namelists.dfn (Puck)
	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 AMMO and AMMOFX tags to ranged weapons in archery.dfn, aos_weapons.dfn, se_weapons.dfn and baseitem.dfn
	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 broken smithing of agapite items due to duplicate item-numbers between agapite and gold crafting DFNs (DFNDATA/CREATE/smithing_agapite.dfn)
	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)
	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
	Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds
	Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL]
	Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn
	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 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)
	Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn
	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)
	Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn
	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
	Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file)
	Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer)
	Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon)
	Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+
	Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds.
	Corrected coordinates for REGION 75 (Destard)

Misc Changes/Fixes:
	Did some minor updates to the JavaScript Documentation
	Updated dictionary-files with some more messages, including a missing systemmessage used to inform of remaining amount of lockdowns in houses
	Updated dictionary-files with new system messages related to the camping-skill
	Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)


-==============================-
-= 17/01/2009 - UOX3 0.98-4.0 =-
-==============================-
Contributors: grimson, Xuri, giwo, maarc, Cavalier, supermoleet
(For a detailed list of who updated what and when, check the CVS changelog)

Source Changes/Fixes:
	Fixed an issue causing JS gumps to interfere with eachother.
	Fixed an issue causing serial numbers in the istats gump to display improperly.
	Fixed an issue with CPFightOccurring packet which would cause the client to lockup.
	Made use of the CPFightOccurring packet during combat.
	Fixed an issue when a monster attacked a player who was not in combat UOX3 
	 would not inform the client of a new target.
	Added a flag to CChar::PushDirection() allowing us to push to the front or back of the pathToFollow list.
	Changed CChar::mNPC::pathToFollow to a deque for more robust functionality.
	Fixed an issue with the A* Pathfinding routine causing creatures to path in reverse.
	Added some debugging information to A* Pathfinding (when running in Debug mode).
	Fixed a possible issue with TextEntry in JS gumps.
	Fixed an issue with the following JS events:
		OnSnooped
		OnSpellGain
		OnSpellLoss
		OnCommand
		OnPacketReceive
	Fixed several MingW32 compiler warnings.
	Fixed a Flagging issue with Racial enemies.
	Added uox.ini flag to disable/enable the A* Pathfinding routine: ADVANCEDPATHFINDING=0/1
	Fixed an issue causing errors when compiling under *nix.
	Fixed an issue causing monsters to constantly attempt to pathfind to a target they can't reach.
	Made onResurrect trigger before a resurrection instead of after, added option to override hard code by returning false
	Fixed an issue making it impossible to place items on tables.
	Fixed an issue with the uox.ini entry for log resource respawn area.
	Simplified many entries in uox.ini, making them easier to read.
	Fixed a crash when attempting to place a house item outside a house.
	Fixed the location check when placing house items to allow them to be placed inside houses.
	Added a check on house items to only allow them to be placed in your house (Or anywhere by GM's).
	Bumped up the limit on items in create.dfn from 999 to 32,766.
	Removed FOREIGN and MINAMOUNT tags from ore entries in skills.dfn as they were superfluous
	Fixed CHANCEFORBIGORE tag handling from regions.dfn to give a % chance out of 100 to get a pile of 5 rather than 1 ore.
	Modified the order of the arguments in the RESOURCE tag in create-DFNs to fit the following:
		RESOURCE=ID AMOUNT COLOUR (AMOUNT and COLOUR are optional)
	Changed item limit in create dfn down to 4,999 to fix a bug in gump handling.
	Fixed several issues with the UseResource JS Method
	UseResource JS Method can now be used with both items (containers) and characters
	Added CPIAOSCommand packet including logging
	Changed CPISubcommands::Receive so that it doesn't log multiple times
	Updated party packet details
	Added basic party implementation.  Adding, removal and kicking works, speech does not
	Added sent packets CPPartyMemberList, CPPartyMemberRemove and CPPartyInvitation
	Updated dragging contents out of packs so that pet friends should be able to do so
	Added CPPartyTell packet
	Promoted Party::SendPacket to public method
	Added speech (individual and group) to party methods
	Added commentary to some of the party classes headers
	Updated AddMember() and RemoveMember() to return a bool as to it's success
	Updated Leader() change code so that the leader is always first on the list
	Added isNPC property to the Party class to help us with how our code will go
	CChar now has an InParty() method, which is currently unused - will be used for fast lookups of party presence later.  This is NOT to be saved, as it disappears on server shutdown.
	Exposed the new party classes to the JS Engine
		var partyObject = CreateParty( leader );	// Returns NULL if the party failed to be made

		Party Class
			Methods
				bool Remove( memberToRemove );
				bool Add( memberToAdd );		// If it's a PC, then it will send an INVITE ONLY  It is up to the PC to accept/decline
				obj  GetMember( index );		// Returns a character object for the member at that index
			Properties
				leader					// Character object that is the leader, can return null - EDITABLE
				memberCount				// Returns the number of characters in the group - READONLY
				isNPC					// Returns true if it's an NPC party, false if not - EDITABLE

		Character Class
			Properties
				party					// Returns a party object that is the party associated, or null - READONLY (use party management for this!)
				partyLootable				// Boolean that dictates whether the character is lootable by the party - EDITABLE - Note that if you are not in a party, this does nothing!
	Fixed the spawning of NPCs in CSpawnRegion::RegionSpawnChar() so that they are put into the correct world.
	Updated UOX3_Official.dsp to contain the files from the party system.
	Change cMagic::SelectSpell() to first check for reagents and then for skill.
	Added more details to the weapon tooltips.
	Fixed %tstamp output in the HTML templates.
	Fixed a compiler warning with the Party System
	Fixed an issue causing weight not to be added when grabbing items from a bank box.
	Moved BankBox creation to Player creation, addressing a situation where the first
		time a player opened his bank it would close immediately or crash the client.
	Added FindRootContainer() to simplify finding the top-most item containing other items.
	Fixed an issue causing it to be "snooping" to open a pack in a trade window.
	Added support for the OnPickup() JS Hook, note a return value of false will bounce the item.
	Fixed an issue with TriggerEvent() that can cause a script to stop functioning if the triggered event did not return true
	Moved dynamic parts of [worldlight] section from uox.ini to their own output file in the /shared/ directory
	Exported telltime function along with the clock item and 'time command handling to JS.
	Fix a bug where items, that have a script but no onPickup event, get always bounced.
	Allow party members to remove themselfes from the party, even if they aren't the leader.
	Update the CPWalkOK Packet (0x22), the second byte contains the notoriety value (flag color) and make use of it.
	Added a new target type to the speech system, SPTRG_ONLYRECEIVER which sends the message
	 only to the receiver and doesn't display it on the sender.
	Use the new target type in CSocket::objMessage() and CSocket::ShowCharName() to display
	 the player name and serial only to the char requesting the information.
	Fix the format of the pingIP field in the CPGameServerList::AddServer() function. Now the
	 client shows, after a moment, latency and packet loss information for the servers. It still
	 doesn't work all the time.
	Small rewrite of the weather system. Calculate snow, rain and storm intensitys only every
	 server hour and use their values for the amount of weather effects on the screen.
	Committed some linux build error fixes on behalf of Cavalier
	Allowed customization of supported client features via uox.ini
		CLIENTFEATURES
		SERVERFEATURES
		Note that these are bit-settings similar to the way STARTPRIV works.
		One will need knowledge of how to set individual bits in a value,
		or an editor to customize these features.
	Removed CLIENTSUPPORT from the uox.ini
	Fix the onCreate JS script functions, they used the same event id. So if one didn't exist the other was also marked as not existing.
	Changed CPICreateCharacter::Handle(), if the start location for the new PC isn't send
	 by the client it now uses the first start location from the uox.ini instead of the fixed
	 location in britain.
	Use an enum for the states of the skill locks, makes reading the code a bit easier.
	Fixed cSkills::HandleSkillChange(), the re-ordering of the atrophy created doubles
	 and dropped entrys.
	Rewrote cSkills::AdvanceStats() so that the statlocks are actually used.
	Fixed cMagic::CheckBook(), it was calculating wrong numbers for the spells.
	Let chars randomly fall forward or backward when they die.
	The DISPLAYHITMSG setting from the uox.ini now also controls the damage display.
	Fixed the position of the coprse item when the char died falling forward.
	Corpses should now display the hair and beard of the char they where created from.
	Modified CItem::SetCont() so that it checks against the item layer instead of fixed
	 IDs to see if an item is hair or a beard.
	Fixed a bug where we dropped the hair and beard items, from corpses, on the ground.
	Added a new setting to the uox.ini, LOOTINGISCRIME. If you set it to 0 looting
	 corpses of innocent chars is not taken as a crime.
	Fixed and changed parts of the walking code. If NPCs have the RUNS tag set they
	 will really run when they attack, instead of just showing the running animation.
	Tamed chars will now run, if the char they follow is running, this should reduce
	 the warping effect of them a bit.
	Remove some not needed code and slow fleeing NPCs a bit down, so that other chars
	 can still catch up with them.
	Make sure we check for scripts envoked by type or id before we use the global script.
	Added JavaScript function "Moon( moonNum, newVal )" which will get and set the server moon values.
	Modified JavaScript Item.decaytime and Item.tempTimer to calculate the new value as a future time in seconds (unless a 0 is passed).
	Fixed a couple crashes caused by targeting non-PC's in the PartySystem.
	Modified cMovement::NpcMovement() and cMovement::HandleNPCWander() so that NPCs
	 only run while they still have stamina left.
	Added two new settings to the uox.ini, NPCRUNNINGSPEED and NPCFLEEINGSPEED, they
	 work the same way as NPCMOVEMENTSPEED.
	Added three new DFN tags for NPCs. WALKINGSPEED, RUNNINGSPEED and FLEEINGSPEED 
	 they also work the same way as the uox.ini settings, and will override those if present.
	Allow faster attacks on fleeing NPCs, so they won't be chased without an end.
	Allow following NPCs to run if their target went to far away, so they can catch up on it.
	Fix reading of the new SPEED DFN tags for NPCs.
	Added the JavaScript CSocket methods FirstTriggerWord(), NextTriggerWord(), FinishedTriggerWords() to allow handling trigger words sent from the client during speech.
	Added support for updated UOKR packets.
	Added a new setting to the uox.ini: BASICTOOLTIPSONLY. If this is set to 1 the
	 tooltips will only contain basic information, like the name and the weight of an item.
	Use an enum for racial relations, should help with reading the code.
	Fix a bug where racial allys would attack each other.
	Added new JS property for items: "speed" this can be used to get and set the speed of weapons.
	Added new setting to spawn.dfn: "ONLYOUTSIDE" set this to one so that items and chars
	 will only spawn outside of buildings in that area.
	Modified the spawn code for spawnregions so that NPCs with wandermode 3 (box) and 4 (circle)
	 keep within the spawnarea boundaries.
	Send NPCs that left their wander area for some reasons back there.
	Force the wandermode of NPCs spawned by spawnregions to 3 (box), so they can travel the whole spawnregion.
	Properly initialize the wander area when the location of an NPC changes.
	Use the old OSI way of calculating hit chances.
	Properly initialize the wander area when the wandermode of an NPC changes.
	Use stamina instead of dexterity when calculating the attack delay to match up with the old OSI combat calculations.
	Split onUse into onUseChecked and onUseUnChecked.
	Made magical shortbows and elven composite bows fire arrows instead of crossbolts
	Added support for Visual Studio 2008
	Fixed an issue causing a player to be poisoned when a JS call to SetPoisoned(0,0) was made.
	Fixed several issues with tracking.
	Fixed a crash caused by passing an invalid object to the JS Method TurnToward
	Modified UString to function without crashing under VS2008
	Fixed a bug in CItem::RemoveFromSight() causing items inside containers on the ground not to properly notify nearby players when removed.
	Fixed a bug in CPIDropItem() when the compiler does not automatically instantiate booleans to false
	Fixed an infinite loop crash caused by a DFN entry calling itself with GET
	Added JS Character Propery "poisonStrength" to set the strength of the poison a character will inflict on his foe during combat.
	Implemented supermoleet's fix for the black screen after logging in to a different world
	Added error handling to prevent a crash if GetByte/GetWord/GetDWord were passed an invalid offset
	Changed the tweakItem and tweakChar handlers to use command level rather than the "IsGM" flag.
	Defaulted the starting serial to 0x1 rather than 0x0, as some UO packets don't recognize 0x0 as a valid serial.	
	Modified the JSMethod CBase_GetTag to avoid a possible crash.
	Removed the following variables from CWorldMain cmem, imem, nextCharSerial, nextItemSerial as this functionality is handled by the ObjectFactory
	Changed the system message being displayed when fatigued due to being overloaded
	Added system message for when character becomes overloaded after picking up item
	The math for calculating max carrying capactity for players matches OSI values more closely
	Default WeightPerStr changed from 5 to 3.5, to closer match the values used by OSI
	Animal taming no longer checks for the "ANIMAL"-tag in creatures.dfn
	Converted WeightPerStr from UI08 to R32, so it can support decimal values
	The onFall JS event will now work if characters fall further than 20 Z tiles (CChar.cpp)
	TWEAK now works for any admin character, no matter their commandlevel (gumps.cpp)
	The onPickup JS-event should now work
	Entry for ScriptID added to 'CSTATS, 'ISTATS and 'TWEAK menu
	Fixed an update-issue with race-gates
	Increased MAX_Z_LEVITATE from 10 to 15 to better deal with moving on uneven terrain (like in T2A)
	It should now be possible to walk through secret entrances made up of walk-through-able grass/mountain tiles
	#ifdef'd ODBCManager implementation.  You will need to enable through Config.h, and add 2 files to project.
	Accounts load and save from a database, falling back to read/write if connection doesn't exist
	Both logins are logged into SQL database
	ODBCManager exposed to JS Engine - note, columns MUST be fetched in ascending numeric starting from 0
	Long strings printed to the console will now wrap in a friendly fashion
	Unknown INI file tags will now print out at startup
	Bug fix on GetColumn JS implementation
	Error checking on statement indexes in GetColumn() in ODBCManager
	Fixed a bug that prevented players from picking up/moving items in their own backpacks
	Implemented 0xBD CPClientVersion packet to request the version from the client.
	Possible fix for clients > 6.0.5.0.
	Fixed the handling for the UOX ini tags OVERLOADPACKETS and DARKLEVEL
		
JScript Changes/Fixes:
	Added new command (rndtile.js) that allows tiling random items of a specific hue at a specific height
		Syntax: 'RNDTILE <startID> <endID> <hue> <Z>(optional) <movable true/false>(optional)	
	Added "ARMOUR" as an alternate spelling used along with the 'SET command
	Found and fixed a total of 19 missing semicolons in 15 different JavaScripts
	Modified sword.js and axe.js so bladed weapons can be used as magic weapons (of TYPE 15)
	Minor modifications to several JavaScript files
	Items with wipable status set to 0 should no longer be removed when using the 'WIPE command
	Added support in doors.js for linked double-doors that will both open at the same time
	Added new command - 'LINKDOORS - used to link doubledoors together, and 'UNLINKDOORS to unlink them
	Added new script (bankers.js) that replaces hardcoded banker-AI and adds CHECK and DEPOSIT # / <target> commands
	Added new script (bankcheck.js) that handles the functionality of bank-checks
	Assigned script 3201 to bankers, and removed NPCAI=8
	Added teleport locations for Malas and Tokuno to moongate.js, and added configuration values at top of script
	Fixed door.js allowing a locked door without an associated key to always be openable.
	Fixed multiple JS-scripts that would not work correctly with negative Z values (Used GetSByte instead of GetByte)
	Fixed a few "You can't think of a way to use that item"-messages appearing when using certain JS-based items
	Removed rawfish.js and the script entries for it, no longer used.
	Added new JS script for moonstones, used to create gates between felucca & trammel
	Added new JS script for spyglasses, used to see the phases of the moons
	Added new DFN item: [moonstone], uses new moonstone JS script
	Drinking healing potions will no longer also give the user night-sight
	Cure-potions should be working again (stranf)
	Drinking a poison-potion will now poison one's character
	A timer now stops players from using multiple potions rapidly
	Fixed some errors in jail.js that could mess up jailing/releasing characters 
	Added new function (getCombatSkill) to weapontypes.js for returning skill used by equipped weapon as a string
	Removed entry 104 (rawfish.js) from jse_fileassociations.scp as it was no longer in use
	Archerybuttes work again, and should have a "machine-gun"-issue fixed
	Scripts that used onUse() now use onUseChecked()
	Added a check to the 'POLY command to prevent characters from polymorphing into an invalid, client-crashing id (0x20)

DFN Changes/Fixes:
	Added smithing DFNs for coloured ingots (Armor and shields only, no weapons).
	Added a commented out MOUNTID for the polar bear in creatures.dfn. Uncomment for ridable polar bears.
	Corrected SPACEX/SPACEY (clear space necessary to place the house) values for all houses.
	Updated skills.dfn with changes mentioned by giwo about FOREIGN and MINAMOUNT tags.
	Remove remains of the time command from command.dfn.
	Added elven hair styles to the dfns.
	Changed mapdefinitions (maps.dfn) for Trammel to map1.mul, statics1.mul and staidx1.mul
	Removed duplicate spyglass entries in item-DFNs, and added script tag for new spyglass JS script
	Fixed hex-id of turnips in foods2.dfn, these turnips should now be stackable
	Fixed hex-id of studded sleeves in studded_leather.dfn, previously used hex-id for gloves
	Tweaked the region surrounding Buccaneer's Den so it extends around all buildings in the town
	Modified books.dfn to use the standard TAG=DATA format. Each line in a PAGE section is now preceded with LINE=
	Modified motdtips.dfn to use the standard TAG=DATA format. Each line in a TIP or MOTD section is now preceded with LINE=

Misc Changes/Fixes:
	Updated JavaScript Documentation to 0.44, and added missing commands to command list
	Updated UOX3_changelog.txt in the Docs-folder to include updates up to 0.98.3-7
	Updated dictionary files with two new system messages
	Updated onFall JS Event in Javascript Documentation
	Updated onPickup JS Event in Javascript Documentation
	Fixed an erroneous example in JavaScript Docs

-==============================-
-= 08/04/2006 - UOX3 0.98-3.7 =-
-==============================-
Contributors: giwo, Grimson, Xuri

Source Changes/Fixes:
	Fixed saving of the last used IP in the account files, and corrected the naming
	 	for the	contact field when saving the account files. (grimson)
	Don't add the amount of items to the item name in buy/sell gumps, as it is already
	 	shown in the gump. (grimson)
	Don't let items decay when they are inside a multi, so if a player places decorations
	 	or furniture in his house it stays there. (grimson)
	Removed the last change that should prevent items from decaying inside multis, as
	 	this is already done in a different part of the code. (grimson)
	Forced CItem::DecayTime to reset when decayable was set to true. (giwo)
	Fixed an issue causing keys not to function on planks. (giwo)
	Added JS socket methods GetSByte(), GetSWord(), GetSDWord(), to allow pulling negative numbers
		from the socket buffer. (giwo)
	Added weapon type classifications for all weapons from mondain's legacy expansion (Xuri)
	Modified names in the AITypes enum to fit naming conventions. (giwo)
	Minor optimizations in ai.cpp. (giwo)
	Removed an unused worldsave tag handler from CBaseObject. (giwo)
	Modified names in the CommandLevels enum to fit naming conventions. (giwo)
	Modified FLAGS and SOUNDFX DFN tags in spells.dfn to allow for a full integer as well as the current split format. (giwo)
	Simplified some functions in CPacketStream. (giwo)
	Changed MAX_NAME back down to 30 characters as all character name packets sent to the client max out at 30 bytes. (giwo)
	Made more use of IsWeightedContainer() in weight.cpp to streamline layer handling. (giwo)
	Updated the Makefile.am. (giwo)
	Fixed an issue causing items to duplicate when moving around stacks larger than 32,767. (giwo)
	Fixed an issue causing timers not to be properly reset by the JS engine. (giwo)
	Fixed a DFN issue causing item values to be loaded improperly. (giwo)
	Fixed a few places where looking into a pack from a player vendor would have been snooping. (grimson)
	Added price and description information to the item tooltips of player vendors.	(grimson)
	Added the "view", "status" and "dismiss" commands for player vendors (updated dictionaries). (grimson)
	Allow pet friends to mount the pet.	(grimson)
	Don't add the weight entry to the tooltip of items that weight nothing. (grimson)
	The "collect" command now also works when using the name of the vendor. (grimson)
	Fixed an issue causing a crash if a null socket was passed to JS CreateBlankItem() or CreateDFNItem(). (giwo)
	Fixed an issue causing houses not to be able to be placed in many valid locations. (giwo)
	Reduced the checking area when placing a house around small houses in house.dfn (giwo)
	Fixed an issue causing boats to always be placed at z -5 regardless of the water level.	 (giwo)
	Don't let normal players put items into the backpack of a player vendor they don't own. (grimson)
	Changed checkPetOfflineTimeout() to ignore player vendors. (grimson)
	Remove tempeffect number 44 as it is no longer used. (grimson)
	Changed the way the owner of an object is stored to use the serial of the owner. (grimson)
	Fixed two bugs in doLight() where we were sending the wrong light level to players. (grimson)
	Characters no longer turn criminal from attacking their own pets/summoned creatures (Xuri)
	Fixed the output of the time command, it was confusing midnight and noon. (grimson)
	Fixed loading of tempeffects when there is more than one effect saved. (grimson)
	Increased the damage values of summoned creatures a bit. (grimson)
	Fixed magic field effects. (grimson)
	Fixed an issue causing not every instance of skill gain to use the amountToGain specified in skills.dfn. (giwo)
	Changed MAX_NAME back to a 60 byte limit (note some Character packets only support 30 bytes). (giwo)
	Moved CChar::lockstate and atrophy into PlayerValues_st (giwo)
	Cleaned up CSkills::Atrophy and renamed it to HandleSkillChange() to better reflect it's functionality. (giwo)
	Changed cMagic::SummonMonster() so that it creates summoned from DFN entrys to make it easier to customize them. (grimson)
	Allow the body id to reach 0x3E2, so that the "dupre" body can be used without a problem. (grimson)
	Let chars run if they follow a running char. (grimson)
	Fixed a bug that caused the offline HTML files not to be written in some cases. (grimson)
	Catch Serverlist entrys with less than 3 sections, these caused a crash when parsing the ini. (grimson)
	Added %24time and %tstamp to HTML templates, %24time return the current time in the 24 hour 
	 	format, %tstamp returns a unix timestamp. (grimson)
	Added new tag "MOUNTID" to creatures DFN, if this is set to the ID of a mount item the creature will be mountable. (grimson)
	Removed CChar::IsValidMount( void ) as it is no longer of any use. (grimson)
	Removed door.cpp from the project. (giwo)
	Modified the JS UseDoor() function to call the JS Event onUse() based upon the type of the item passed in. (giwo)
	Fixed an issue causing AreaCharacterFunction and AreaItemFunction to return the number of objects they encountered
		rather than the number of times the function returns a "true" value. (giwo)
	Modified TriggeNPCrEvent() to return true or false based upon the return value of the function. (giwo)
	Fixed an issue causing several item values not to be saved. (giwo)
	NPCs can now walk through player ghosts. (grimson)
	Player ghosts are only visible when they are in war mode and they will enter war mode when they speak. (grimson)
	Combined CChar:: emote(), emoteAll(), talk(), and talkAll() into a single function TextMessage(). (giwo)
	Renamed CItem itemTalk() to TextMessage() and modified it so passing a NULL socket sends the message to nearby players. (giwo)
	Added two new optional parameters to JS method TextMessage(). allHear (defaulting to true) and txtHue. (giwo)
	Ghosts will no longer re-enter combat-mode if they speak while already in combat-mode (Xuri)
	Removed CombatWalk flag sent to ghosts when they talk, as player ghosts have no combat animations (Xuri)
	PLAYERPERSECUTION in uox.ini (allows ghosts to drain mana from other players) set to 0 by default
		(Must be updated manually if using old uox.ini) (Xuri)
	Modified damage output of summoned creatures in magicsummon.dfn, as they were too powerful (Xuri)
	The owner of two pets/summoned creatures will no longer become a criminal if the two pets/creatures fight (Xuri)
	Summoned creatures (and normal ones) will no longer cast Blade Spirit/Energy Vortex, as they caused flagging errors (Xuri)
				
JScript Changes/Fixes:
	Items added using the RADD command in repeatingcmds.js will no longer decay by default (Xuri)
	Fixed the ever-swinging training dummies (Xuri)
	Added LODAMAGE, HIDAMAGE and WEIGHT item properties to 'SET command (Xuri)
	Fixed several bugs with the JS-scripted clumsy, heal, feeblemind and magic-arrow spells: (Xuri)
		Could cast while having weapons equipped
		Could cast while jailed
		Could cast without consuming any reagents
		SoundEffects weren't working properly
		Healing would (by design) subtract health from the caster
		Debugmessages weren't commented out	
	Fixed the 'STAMINA command in stats.js. Had ".isChar" misspelled as ".isCHar" (Xuri)
	Added new JS-script: oilcloth.js - Functional oil cloths, used for cleaning poison off of weapons (Xuri)
	Character can no longer use locked down potions or food	 (Xuri)
	Added an entry to jse_fileassociations.scp for the new oilcloth.js script. (grimson)
	New "AI"-Script: Cows may now (randomly) defend themselves from doubleclicks by falling over. (Xuri)
	Corrected various errors with liquid-containers (pitchers, bottles, goblets, etc.) (Xuri)
	Moved doors out to JS. (giwo)
	Updated doors.js to not display the "blocked" message if the door ID isn't recognized. (giwo)
	Added scripted version of keys (now used instead of hardcoded ones), plus working keyrings (Xuri)
	Updated doors-script to make use of new scripted keys/keyrings as well as the new TextMessage arguments (Xuri)
	
DFN Changes/Fixes:
	Added GOOD tags to buyable items, so it's easier for an admin to use the advanced trade system. (grimson)
	Fixed the guardzone for Ocllo, X2 and Y2 were mixed up (Xuri)
	Fixed the guardzone for Delucia, was previously set to the graveyard north of the town (Xuri)
	Fixed wrong item being added when crafting fishing poles (Xuri)
	Fixed the "Large Dragon Boat" deed. (grimson)
	Fixed a DFN issue causing one to be able to create a board from a board. (giwo)
	Added a player vendor deed to misc_deeds.dfn. (grimson)
	Put the player vendor deed into the add menu. (grimson)
	Changed the player vendor entry in the malevendors.dfn so that they are no longer flagged as normal shoopkeepers. (grimson)
	Updated spells.dfn with correct reagent requirements (Xuri)
	Updated fishinglist.dfn with generic loot (paintins, weapons, gems, various flotsam) (Xuri)
	Updated create/tailoring.dfn, items/gear/provisions.dfn and items/itemmenu.bulk.dfn with new oil cloth (Xuri)
	Added magicsummon.dfn to the npc section, it contains the dfn entrys for the creatures that can be summoned. (grimson)
	Updated creatures.dfn to make use of the MOUNTID tag. (grimson)
	Added script=5013 (key.js) to [base_key] in dfndata\items\misc\keys.dfn (Xuri)
	Modified damage output of summoned creatures in magicsummon.dfn, as they were too powerful (Xuri)

-==============================-
-= 07/04/2006 - UOX3 0.98-3.6b =-
-==============================-
Source Changes/Fixes:
	Changed the use of the HP DFN tag for items so you can specify a range for a random value. (grimson)
	Fixed a rather substantial issue causing some character values to save incorrectly. (giwo)
	Fixed a sign mismatch with GuildFealty. (giwo)
	Catch some more client crashes with speak, that's in the wrong colour. (grimson)
	Update the reputation flags of a NPC when the NPCFlag get's loaded. (grimson)
	Fixed an issue with accounts causing the FLAGS value not to function properly. (giwo)
	Consolidated some code in CAccountsClass. (giwo)
	Fixed some signed/unsigned mismatches in CAccountsClass. (giwo)
	Modified Combat DEF calculations to remove superfluous code. (giwo)

JScript Changes/Fixes:
	Updated potion.js, so heal potions work again. (grimson)

DFN Changes/Fixes:
	Updated the stats for all weapons to fit the pre-AOS values. Pushed up the damage values
	of AOS and SE weapons so that they are in the same area as the other weapons. (grimson)
	Pushed up the damage values of most NPCs. (grimson)

-==============================-
-= 05/04/2006 - UOX3 0.98-3.6 =-
-==============================-
Source Changes/Fixes:
	Began rewriting .mul file handling. (giwo)
	Fixed an issue causing a possible crash with malformed JS scripts. (giwo)
	Removed several superfluous functions from UOXFile class. (giwo)
	Updated CTile and CLand to properly read in tiledata.mul (giwo)
	Modified .mul file structures to meet struct naming standards. (giwo)
	Changed static tile reading code to allow a variable number of statics. (giwo)
	Fixed several issues with mapdiff and staticdiff handling. (giwo)
	Added A* Pathfinding routine (note that it is not used in current code, (giwo)
		as there are known compatability issues).
	Fixed a crash when using ClilocMessage(). (giwo)
	Fixed an issue when climbing stairs. (giwo)
	Fixed some issues with TriggerWord handling (more work needs to be done on this). (giwo)
	Modified A* Pathfinding to work properly with our NPC's PathToFollow queue. (giwo)
	Added two sysmessage when feeding a pet. (Grimson)
	Modified CMapStuff SeekLand() and SeekTile() to return a reference rather than force one to pass an object to set. (giwo)
	Modified CMapStuff SeekMulti() to return the length rather than force one to pass a value to set. (giwo)
	Removed MapStaticIterator::GetTile() as it was superfluous. (giwo)
	Removed CMapStuff IsTileWet(), DoesTileBlock(), and IsTileSurface() as they were superfluous. (giwo)
	Removed CMapStuff TileMem and MultisMem, replacing them with functions to return the same data. (giwo)
	Changed MultiItemsIndex lz and hz to SI08 values. (giwo)
	Changed MapStaticIterator GetPos() to return an SI32. (giwo)
	Removed MapStaticIterator tileid as it was superfluous. (giwo)
	Modified UOXFile::eof() to return a bool rather than an int. (giwo)
	Miscellaneous minor changes and cleanups. (giwo)
	Don't save the weight in cChar.cpp, it's already saved in cBaseobject.cpp. (grimson)
	Fixed a bug where items without a layer didn't add to the chars weight. (grimson)
	Fixed a bug in CWeight::calcCharWeight() that added the weight of the backpack
	twice. (grimson)
	Changed CMapHandler::Load() so that PostLoadProcessing of chars is done after (grimson)
	PostLoadProcessing of items, or else the forced recalculation of the chars
	weight doesn't work. (grimson
	Added a version number to chars, it is defined in DEFCHAR_CHARVERSION and use it in
	CChar::DoVersionUpdates() to allow forced updates. Used this to force a weight recalculation
	on possibly bugged chars. (grimson)
	Removed version number for chars. (grimson)
	Added .tempWeight JS property to chars, so you can safely modify the weight of chars in scripts. (grimson)
	Added calcLowDamage() and calcHighDamage() functions to combat.cpp and use them in
	CPStatWindow::SetCharacter() to set the DamageMin and DamageMax values. (grimson)
	Added in first versions of fire, cold, energy and poison resistance, it's currently used
	in cMagic::MagicDamage() and cMagic::PoisonDamage(). You can set the resistance for npcs
	using a new DFN tag:
		DAMAGERESIST=# # # # 	Where the first number is fire, the second cold, the third energy
					and the last number poison resistance.
	The resistance for a damage type will rise everytime you get hit by this damage type, but the
	higher your resistance already is the slower it will rise. (grimson)
	Added new ini setting: (grimson)
		USECHARRESISTANCE=# If this is set to 0 the chars resistance won't increase by itself.
	Slowed the increase of resistance quite a bit down. (grimson)
	Fixed a bug where buying the whole stock of an item deleted that item from the vendors container. (grimson)
	Removed CChar::TempWeight() as it was superfluous. (giwo)
	Fixed an issue causing Trade Windows to add weight to characters. (giwo)
	Fixed some minor issues with weight calculations. (giwo)
	Removed CChar:: bools2 and made more use of the bools value. (giwo)
	Renamed CMapStuff to CMulHandler to better describe its function. (giwo)
	Renamed MapStaticIterator to CStaticIterator to meet class naming standards. (giwo)
	Renamed MultiItemsIndex to MultiItemsIndex_st to meet structure naming standards. (giwo)
	Removed MapData_st fileSize as it was superfluous. (giwo)
	Fixed an issue causing items with no layer to not change the weight of a character. (giwo)
	Fixed an issue causing spells that require a targeted location not to function. (giwo)
	Fixed an issue allowing one to build a house or boat far from their location. (giwo)
	Fixed an issue allowing one to build a multi directly on top of another multi. (giwo)
	Changed some id >= 0x4000 comparisons to CanBeObjType( OT_MULTI ), for clarity (Maarc)
	Fixed a bug with applying NPC sections where if you specified ALCHEMY values, it would fail to apply correctly (Maarc)
	Removed CMulHandler::AverageMapElevation() as it was superfluous. (giwo)
	Removed CTileUni height in favor of top, to reduce calc_walk() calculations. (giwo) 
	Removed CTileUni id as its use was unnecesarry. (giwo)
	Rewrote CMovement::calc_walk() to improve overall readability and speed. (giwo)
	Merged CMovement::calc_WaterWalk() with calc_walk(). (giwo)
	Removed higher() as UOX_MAX() does the same thing. (giwo)
	Removed CMovement::validNPCMove() as it was superfluous. (giwo)
	Modified house placement to make it impossible to place a house on the ocean. (giwo)
	Removed DamageTypes enum and added POISON to WeatherTypes. (grimson)
	Renamed DamageResist functions into ElementResist and moved them to cBaseobject.cpp. (grimson)
	Renamed DFN tag DAMAGERESIST to ELEMENTRESIST and use it also for items. (grimson)
	Added DFN tag POISONDAMAGE to items so that they can also do poison damage on attacks. (grimson)
	Added functions calcElementDef(), getElementDef() and checkElementDef() to combat.cpp
	to calculate the resistance against elements similiar to the def value of armor. (grimson)
	Changed AdjustRaceDamage() to also take into account the elemental resistance of the target. (grimson)
	Use calcElementDef() in MagicDamage() similiar to calcDef() in calcDamage() to take the
	elemental resistance into account. (grimson)
	Added element resistance calculation to weather damage. (grimson)
	Fixed calcElementDef() and getElementDef() so that the chars basic element resistance
	is always added. (grimson)
	Changed MagicDamage() so that we always do at least a little bit of damage. (grimson)
	Changed the z value for various LineOfSight() calls so that we actually check whether
	we can see the face of the targeted char instead of his feets. (grimson)
	Changed CPICreateCharacter::newbieItems() so that the default items aren't placed inside
	the players backpack until they have their final ID, to prevent the adding of wrong weight
	values. (grimson)
	Altered the CBO resistances code to use an array rather than a number of variables (Maarc)
	Note that we're still only saving out a subset of these resistances, because only a subset ever get checked at the moment
	This could easily change in future, with people wanting to use other elemental stuff
	Adjusted CItem::CopyData() so that it copies all the WeatherDamage values instead of only a couple (Maarc)
	Upgraded the container size on weatherBools, as the number of weather entries has moved beyond a UI08 size (Maarc)
	Changed CBaseObject::SetWeight() and CBaseObject::SetID() so they also update the weight
	of the container the item is in, when it is an item and when it is within a container. (grimson)
	Converted Numeric DFN's to a Signed Long rather than unsigned by default for *nix compatability. (giwo)
	Merged jr's fixes for cygwin compatability and fixing some minor gameplay issues. (giwo)
	Modified ModelBoat() to automatically move you off the boat (if near land). (giwo)
	Fixed a crash bug involving boats. (giwo)
	Changed several calls checking against type IT_PLANK to CanBeObjType( OT_BOAT ). (giwo)
	Fixed an issue causing boat holds to "explode" when opening them. (giwo)
	Fixed an issue causing containers inside containers on the ground to be "too far away". (giwo)
	Fixed item IDs for human corpses in newCarveTarget(). (grimson)
	Added PHYSICAL to WeatherType enum, so we can also use it represent physical damage. (grimson)
	Changed CChar::Damage() to handle armor and resistance effects, it also handles the repsys,
	peace breaking, elemental weakness, displays the damage, creates a reaction if an attacker
	is given and calls CChar::Die() if the hp drop below 1. It takes the following values: (grimson)
		SI16 damageValue	- The amount of damage to be done.
		CChar *attacker		- The char that caused the damage.
		bool doRepsys		- Do reputation handling (criminal, murderer, karma and fame).
		WeatherType damageType	- The type of damage, use NONE to ignore armor/resistance, use
					  PHYSICAL to use normal armor, anything above is elemental damage.
		SI08 hitLoc		- The hit location, use 0 for the complete body or -1 to randomly
					  calculate the hit location.
		UI08 fightSkill		- The skill used to create the damage.
		bool doArmorDamage	- Damage the armor part that has been hit.
	The JS function .damage can also take all of these values.
	Changed CChar::Die() to handle the death of chars, it takes two values: (grimson)
		CChar *attacker		- The char that caused the death.
		bool doRepsys		- Do reputation handling (murderer, karma and fame).
	Updated the usage of CChar::Damage() in most areas to reflect the changes and removed reputation
	and death handling in those areas as this is now taken care of by CChar::Damage(). (grimson)
	Fixed a combat issue allowing enemies to fight if on the exact same location but a different Z. (giwo)
	Modified guard handling so when guards are globally deactivated any existing guards will not teleport. (giwo)
	Fixed an issue causing NPC's to be invisible. (giwo)
	Fixed some issues causing items behind a door to be within a characters LoS. (giwo)
	Added a LineOfSight() check to prevent opening containers on the other side of walls. (giwo)
	Modified the inMulti() routine to take into account tile height. (giwo)
	Simplified newCarveTarget() a bit. (giwo)
	Fixed a possible issue when calculating multi tile heights. (giwo)
	Fixed an issue causing Characters to "fall" immediately after being placed on their new boat. (giwo)
	Further cleanups and rewrites to CMulHandler and its related structures. (giwo)
	Fixed a server crash caused by my recent changes to Location-Targeting spells. (giwo)
	Fixed an issue causing pet guarding on items in a house not to function. (giwo)
	Fixed an issue causing boat items not to get added to the multi. (giwo)
	Cleaned up CPIDoubleClick::Handle() routine. (giwo)
	Fixed an issue allowing players to place their items in invalid locations. (giwo)
	Fixed a possible issue causing doors to block LoS to themselves. (giwo)
	Updated playDeathSound to simplify some of the code for males/females (Maarc)
	Updated code so that we don't use MFLAGGET/MFLAGSET - apparently we have a std::bitset class that we
	 can use!  Also makes it somewhat more readable as well.  Cheers Punt for the suggestion. (Maarc)
	Renamed __ACCOUNTSADM_BLOCK__ to CAccountBlock (Maarc)
 	Removed dead code from accounts (stuff that was just never called at all) (Maarc)
	Removed Get/Set Word/Bit/BitRange from CBO, as it's not being used (Maarc)
	Removed genericDWords from CBO, as they're not being used, and are largely superfluous with custom int/string tags in JS (Maarc)
	Fixed an issue with AdvancedPathFinding() causing NPC's to flee constantly. (giwo)
	Fixed an issue with NPC fleeing that checked against Strength rather than MaxHP. (giwo)
	Defaulted weather damage to every 60 seconds (rather than every second) (giwo)
	Fixed an issue causing a message to display damage taken by weather when no damage was taken. (giwo)
	Fixed an issue with CRace causing a race with no elemental damage types to have most/all elemental damage types. (giwo)
	Fixed a server crash in magic. (giwo)
	Fixed an issue causing items in a paperdoll to not be targetable. (giwo)
	Fixed an issue with LoS causing items to not block on a diagonal plane. (giwo)
	Fixed an issue causing multi's not to block LoS. (giwo)
	Minor fixes, cleanups, and optimizations to LineOfSight. (giwo)
	Modified DoubleClick() so a character inside a multi can open an item outside a multi (as long as he can see it). (giwo)
	Changed CPICreateCharacter::newbieItems() so that it uses the newbie.dfn entrys [DEFAULT MALE] and
	[DEFAULT FEMALE] to add the basic clothing to new chars, and added those entrys to newbie.dfn. (grimson)
	Changed newCarveTarget() so that it uses the new [CARVE HUMAN] entry from carve.dfn to create the
	body parts, and added this entry to carve.dfn. Note: the second value used on the ADDITEM tags
	in the [CARVE HUMAN] entry is not an amount, it's the dictionary entry used for naming the body
	part. (grimson)
	Changed the INI loading code so that it uses a Script rather than custom code (Maarc)
	Moved defense modifications into CHandleCombat::ApplyDefenseModifiers(). (grimson)
	Moved damage bonuses into CHandleCombat::ApplyDamageBonuses(). (grimson)
	Moved the calculation of the hit location from CHandleCombat::DoHitMessage()
	into CHandleCombat::CalculateHitLoc(). (grimson)
	Added ReactOnDamage() to CCHar, currently it only makes the char attack the
	char that inflicted the damage. (grimson)
	Reduced CChar::Damage() to show, the damage, apply the damage, handle the
	reputation effect, the peace breaking effect and the chars death. (grimson)
	New JS functions:  (grimson)
		damage = ApplyDamageBonuses( damageType, attacker, defender, fightSkill, hitLoc, baseDamage );
			Note: Attacker and defender need to be valid chars.
		damage = ApplyDefenseModifiers( damageType, attacker, defender, fightSkill, hitLoc, baseDamage, doArmorDamage );
			Note: Attacker can be NULL, fightSkill will then be ignored.
	New char function: (grimson)
		mChar.ReactOnDamage( damageType, attacker );
			Note: damageType is currently unused.
	Changed char function: (grimson)
		mChar.Damage( amount, attacker, doRepsys );
	Catch negative damage values in cMagic::MagicDamage() and apply 1 damage in that case. (grimson)
	Modified Gates so they are decayable by default, and will only decay if decayable. (giwo)
	Fixed LoS checks on the Z plane in multis. (giwo)
	Fixed an issue causing GM broadcasting (! then space) not to function. (giwo)
	Removed some superfluous speech code. (giwo)
	Changed the command YELLALL to YELL (giwo)
	Removed several old DFN tags that were no longer used. (giwo)
	Changed AdjustRaceDamage() to also use the new ApplyDefenseModifiers() function. (grimson)
	cScript::OnEquip() and cScript::OnUnequip() were adding the parameters in the wrong order. (grimson)
	Changed ApplyDefenseModifiers() and ApplyDamageBonuses() to make shure they return ints. (grimson)
	Changed SE_ApplyDamageBonuses() and SE_ApplyDefenseModifiers() to fix invalid damage values
	when a script sends float values. (grimson)
	Changed criminal() so it also takes the murderer state into account, as this overrides the
	criminal flag. (grimson)
	I only added part of the ApplyDefenseModifiers() and ApplyDamageBonuses() changes to CVS,
	fixed it now. (grimson)
	Adjusted SE_ApplyDamageBonuses and SE_ApplyDefenseModifiers as they were using the same parameter
	 for attacker and defender (Maarc)
	Removed some unused properties/methods of the console that have never been used (Maarc)
	Begun construction of some placeholder code for party related works, not committing the factory code
	 until some testing can occur first (Maarc)
	Essentially, this just updates the handling for it which currently does nothing, and gives an insight into how it would
	 be done (Maarc)
	Changed CChar::Damage() to also display the damage to the owner of the attacker, so a
	player can also see the damage his pet does. (grimson)
	Another change to CChar::Damage(), if the attacker becomes criminal make the owner of it
	criminal too. (grimson)
	Changed CHandleCombat::ApplyDamageBonuses() so that elemental damage is doubled when the
	race is weak to that element, also double magic damage only on NPCs. (grimson)
	Changed CHandleCombat::Kill() so that only not tamed animals eat their victims. (grimson)
	Fixed CHandleCombat::calcDamage() I was submitting the base damage to the defense calculation. (grimson)
	Fixed an issue causing GM yell messages with trigger words in them not to be broadcast. (giwo)
	Added and made use of a WanderTypes enum throughout the source. (giwo)
	Optimized NPC walking a bit, and moved NPCWander handling into its own function. (giwo)
	Further updated and modified calc_walk() and AdvancedPathFinding() to handle the Z plane. (giwo)
	Removed CMovement::HandleRegionStuffAfterMove() as it was superfluous. (giwo)
	Rewrote CMovement::OutputShoveMessage() to fix several minor issues. (giwo)
	Updated CMovement::MoveCharForDirection() to reduce extra function calls and make use of CMapHandler::ChangeRegion() (giwo)
	Moved create menu structs to skills.h as they don't need to be in global scope. (giwo)
	Fixed several issues with pack horse handling (giwo)
	Modified DropOnNPC so GM's can drop items directly on an NPC to be placed in their pack. (giwo)
	Modified response handling and removed some superfluous code. (giwo)
	Fixed a crash when UOX3 shut down due to an invalid directory entry. (giwo)
	Locally declared vector3D line2D and line3D as they are only used in lineofsight.cpp (giwo)
	Fixed water NPC's swimming under statics (bridges). (giwo)
	Fixed some false positives that were being generated by point3::Mag3D() by using a larger storage container. (giwo)
	Renamed Get/SetElementResist() to Get/SetResist as we now handle all resistance types in it. (grimson)
	Removed SetDef(), GetDef() and the def variable from CBaseobject.cpp and store armor values
	as physical resistance together with the other resistance values. (grimson)
	Removed calcElementDef(), getElementDef and checkElementDef from combat.cpp and handle all
	defence calculations in calcDef(), getArmorDef() and checkDef(). (grimson)
	Removed JS char property .armour and item property .def, added a new method for chars and
	items .Resist(). That method takes either one value, the resistance type and returns the
	resistance value of that char/item, or two values, the resistance type and the amount the
	resistance value should be set to. (grimson)
	Current resistance types are:
		1 - Armor
		2 - Light
		3 - Water
		4 - Cold
		5 - Heat
		6 - Energy
		7 - Poison
	The JS item property .devinelock was sent as INT though it is a bool. (grimson)
	Some small fixes to the tweak menu for items, this still had parts for a non existant MoreB
	value in it which shiftet some parts off, this also includes updated dictionaries. (grimson)
	Fixed an issue with CPExtendedStats causing statlocks not to display in the stat window. (giwo)
	Modified CChar::skilllocks and atrophy to save stat values to the worldfile. (giwo)
	Fixed an issue with CChar::skill value causing possible data corruption. (giwo)
	Fixed an issue causing the Backpack entry on a popup menu to display as selectable when the character
		should not have a pack (IE a non-pack animal). (giwo)
	Made CBaseObject::SetWeight() a virtual function and overloaded it in CChar and CItem. (giwo)
	Modified CChar::SetWeight() to automatically Dirty our object for a statwindow update. (giwo)
	Simplified some DropItem() handling. (giwo)
	Moved CBaseObject updateTypes to CChar as there is only one type of item update, and added
		a ClearUpdate() function to reduce superfluous packet sends. (giwo)
	Fixed a glitch in the CPExtendedStats packet. (giwo)
	Modified CPIPopupMenuSelect to prevent opening the paperdoll of a non-human. (giwo)
	A small fix to ApplyDamageBonuses(), the race damage of a weapon was applied to the final
	damage instead of the weapons base damage. (grimson)
	Call the OnHungerChange JS event in the SetHunger() function of chars instead of calling
	it in every part of the code the where the hunger gets changed. (grimson)
	Added a new JS event: (grimson)
	onCombatDamageCalc( attacker, defender, getFightSkill )
		This event is called everytime combat damage is calculated. You can do your own damage
		calculation and return the damage to override the engine damage calculation, or return
		a negative damage value to use the engine damage calculation.
	Changed the return value of OnCombatDamageCalc() to a SI16, I accidentially declared it to be a SI32. (grimson)
	Replaced the JS Char property .defense with the new JS Char Method: (grimson)
		mChar.Defense( hitLoc, damageType, doArmorDamage );
	so you can get all the different defense values for a char. 
	Removed the code to raise your resistance value upon elemental damage, this can be done better in JS. (grimson)
	Modified  CBaseObject::DumpBody() and CBaseObject::HandleLine() so that all resistance values get saved
	and loaded in/from the worldfiles. (grimson)
	Added a new JS event: (grimson)
		onDamage( damaged, attacker, damageValue )
		This will be fired everytime the char "damaged" gets damaged, the attacker can be a char or NULL.
	Small fix to ApplyDamageBonuses() caused by my previous commit. (grimson)
	Fixed a bug with the JS override for the combat damage calculation that caused 0
	damage to be applied when the attacker has no script attached and the global script
	doesn't exist eigther. (grimson)
	Minor changes to cSkills::Fish(). (giwo)
	Fixed an issue making it impossible to open Elven NPC paperdolls. (giwo)
	Removed some typedefs that were no longer used. (giwo)
	Moved CChar values townpriv and townvote to PlayerValues_st (giwo)
	Moved CChar values foodList, hungerWildChance and hungerRate to NPCValues_st (giwo)
	Removed CChar::inBuilding in favor of using a bools flag. (giwo)
	Removed handling code for several unused Character values. (giwo)
	Removed unused level value passed with Console.Warning() and Console.Error(). (giwo)
	Removed JS Console prop .level (giwo)
	Modified JS Console Methods Warning() and Error() to remove the unused level value. (giwo)
	Fixed several issues with mapdiff and staticdiff handling. (giwo)
	Fixed a bug causing a crash when calling JS Event onGumpInput. (giwo)
	Merged CMultiObject vectors ownerList and banList into a single map housePrivList, to allow multiple owner/banned levels
		and ensure there are no duplicate characters on the lists. (giwo)
	Removed many superfluous uses of CChar::Dirty( UT_STATWINDOW ). (giwo)

JScript Changes/Fixes:
	Added NEWBIE option to JS SET command. (giwo)
	Updated JS scripts to use the new .Resist() method instead of .def/.armour (grimson)
	Updated MagicDamage() in level1targ.js, it now uses the new functions and should be
	 equal to the source version of MagicDamage(). (grimson)

DFN Changes/Fixes:
	Fixed two nearly 8 year old UOX3 bugs (one slightly more serious than the other): (Xuri, thanks to Maarc)
		GINSENG was incorrectly spelled as GINSING in spells.dfn
		Some Z coords in locations.dfn used values higher than 127 instead of negative values
	Moved foodlists.dfn into the itemlists folder, and replaced the FOOD= tags in the same file with FOODLIST= tags (Xuri)
	Correct items now added when studded sleeves/gloves are selected in the 'ADD menu (Xuri)
	Adjusted erroneous Z values in house.dfn (Causing outer doors to not be part of the multi). (giwo)
	Updated GM and Counsellor privs in commands.dfn, also placed a bit guide for the PRIVS value. (giwo)
	Removed default PRIV=0 tag from baseitem.dfn, as it would unset decayable value. (giwo)
	Changed PRIV1= tag to PRIV= in npc.dfn. (giwo)
	Added housekeys.dfn to dfndata/items/ and made house creation rely on the script entries therein. (giwo)

JS Documentation Changes:
   	Updated documentation somewhat (Maarc)
	Updated style sheet (Maarc)
	Reordered character methods so that it matches their declaration in code (Maarc)
	Added placeholder entries for a number of character methods (Maarc)
	Added a couple of methods to characters (Maarc)
	Removed character methods that did not exist any more (Maarc)
	Updated the character methods page under the hood so that it's more readable, and takes better advantage of style sheets (Maarc)

-==============================-
-= 08/03/2006 - UOX3 0.98-3.5 =-
-==============================-
Source Changes/Fixes:
	Corrected an issue causing Create menu's to double up when reloading the DFN's. (giwo)
	Added a check to ensure a character has a backpack when coloring the "Pack" option in the popup menu. (giwo)
	Fixed an issue causing character paperdolls to have incorrect spacing. (giwo)
	JS Method .SetTag() now accepts boolean values (true/false). (giwo)
	Added AssocScript tag to effect saving (to make JS timers persistant). (giwo)
	Updated JS .SetPoisoned() to take one value for changing a poison value without setting a new timer. (giwo)
	Updated healing.js and made it function entirely in JS. (giwo)
	Removed tempeffects case 14, 22, 23, and 24, as they are handled by JS now. (giwo)
	Made items created with JS CreateBlankItem() decayable by default. (giwo)
	Fixed some issues with axe.js, put tree-chopping on a timer with a skill delay. (giwo)
	Fixed several issues where items were not decayable that should be. (giwo)
	Defaulted JS CreateBlankItem() to set items to decayable. (giwo)
	Do an immediate update of the charflag and the char upon taming and un-taming. (grimson)
	First part of the rewrote hunger system: (grimson)
		Moved hunger calculations and immediate effects to CChar::DoHunger( )

		You can now set hunger dependend on races, this uses a new tag in races.dfn:
			HUNGER=#,# the first value is the hunger rate the second the hunger damage.
				   Note for players char the settings from the uox.ini apply if
				   there are no settings specified for the race.
		
		Re-activated the pet-hunger system. Pets will now become hungry and upon starving
		there is a configurable chance that they may become wild again. Note: Pets won't
		die from hunger and their hunger value is reset after becoming wild again. The
		hunger rate and the chance to become wild again can be configured by a new tag:
			TAMEDHUNGER=# # the first value is the hunger rate, the second the chance in %
					of the pet becoming wild again. Note: The values are seperated
					with a space instead of a comma on this tag.
		To feed a pet just drag some food on it, currently all types of food work.
		
		There is also another new DFN tag:
			WILLHUNGER=# if this is set to 0 the NPC will not suffer from any type of hunger.
				     Note: You can also change that value for specific chars by using
				     the already existing .willhunger JS property.
	Changed cCharStuff::addRandomLoot() to look for the lootlist inside the items folder because it is there. (grimson)
	Second part of the rewrote hunger system: (grimson)
		Added a new DFN tag for tamed pets:
			FOOD=abc   This sets the name of the foodlist for the tamed item.
		Added a new list type for items:
			FOODLIST   Defines a list of item IDs a tamed char will accept as food.
	
	Third part of the rewrote hunger system: (grimson)
		Added a new AI type "aiANIMAL" with the number 6. This AI does nothing until the hunger level
		reaches a value of 4, then it looks for other animals, that don't have the aiANIMAL, and attacks
		them. If the hunger level goes below 2 it will attack everything in range, even player chars.
		If the animal kills it's target it's hunger level will be set to 6 again.
		
		Added 3 new JS propertys for chars:
			.tamedHungerRate returns or sets the rate the char hungers when it is tamed.
			.hungerWildChance returns or sets the chance of the char becoming wild if it's starving.
			.foodList returns or sets the name of the foodlist for the char.

	Changed JS function CBase_Teleport() to prevent player chars from being teleport into a invalid world
	which rendered the player char useless as the client cannot login using that char afterwards. (grimson)
	Changed CheckCharInsideBuilding() to prevent a harmless error message when mounting a mount. (grimson)
	Tweaks to the new hunger system: (grimson)
		Tamed chars only hunger while the player that tamed them is online.
		Tamed mounts don't hunger when they are mounted by a player.
	Fixed a bug in CBase_Teleport() introduced by my earlier changes that caused teleports to other worlds
	to fail with big x and/or y coordinates. (grimson)
	Added three new ini settings: (grimson)
		PETHUNGEROFFLINE=0/1 	Sets whether pets should hunger while the player is offline or not.
		PETOFFLINETIMEOUT=#  	Sets the offline time of a player in days after that a pet becomes
					wild again.
		PETOFFLINECHECKTIMER=#	Sets the intervall in seconds between checks for the player offline
					time.

	Added 2 new NPC values to CChar to state whether the char has been mounted or stabled and check those
	in the DoHunger() and the new checkPetOfflineTimeout() functions. And made them available to the JS
	engine as the 2 new propertys: (grimson)
		.mounted	Can be used to get or set the mounted status
		.stabled	Can be used to get or set the stabled status
	Prevent spamming of weather packets when riding a boat. (grimson)
	Added a quick fix to the inMulti() function to make boats workable again. (grimson)
	Changed the HP and HPMAX tags so that you can set a minimum and maximum value. (grimson)
	Removed the IsMounted() function and replaced all it's calls with the GetMounted function. (grimson)
	Allow a food list to contain a link to another foodlist. (grimson)
	Changed TurnStuff() in boats.cpp to fix players getting stuck when turning the boat. (grimson)
	Added a Dirty( UT_LOCATION ) to HandleDeath() in pcmanage.cpp to make shure the player gets
	properly updated when he dies. (grimson)
	Fixed an issue causing players to not disembark boats properly. (giwo)
	Fixed an issue causing boat holds not to be made part of the multi. (giwo)
	Updated the INI loading code to make it more verbose. (giwo)
	Removed "Golden" health until we know when (if ever) OSI uses it. (giwo)
	Created a new class, CJSEngine along with the files CJSEngine.cpp/.h (giwo)
	Created a new class, CJSRuntime to allow multiple runtimes (for threading purposes). (giwo)
	Moved JSObject creation and handling into CJSRuntime. (giwo)
	Moved global JS Context and Runtimes into CJSRuntime. (giwo)
	Moved JS Engine loading code into CJSEngine. (giwo)
	Modified cScript so all JS Scripts on a runtime share a single context. (giwo)
	Removed global.cpp from the project. (giwo)
	Fixed some issues with Multi and Static height calculations. (giwo)
	Moved Definition of global JS classes into CJSRuntime. (giwo)
	Locked the JS Class prototypes for Garbage Collection purposes. (giwo)
	Fixed a crash when shutting down the server. (giwo)
	Updated bitmask setting/getting code for CChar, making it a bit more friendly and less error prone (Maarc)
	Modified OnIterate() to de-allocate any JSObject it uses to free wasted memory. (giwo)
	Merged all boolean values in cServerData to a single UI32 using bitmasking. (giwo)
	Changed the default of totame to 0x7FFF and allowed taming of NPCs with a value of 0. (grimson)
	Changed DFN tags MANA and STAMINA so you can set a minimum and maximum value. (grimson)
	Added new DFN tags: (grimson)
		MANAMAX, STAMINAMAX  They work equal to the HPMAX tag.
		TOPROV, TOPEACE	     They set the minimum skill amount to provocate or peace a NPC.
	Added new JS propertys: (grimson)
		.skillToProv  Can be used to get/set the amount of skill needed to provocate a NPC.
		.skillToPeace Can be used to get/set the amount of skill needed to peace a NPC.
	changed JS propertys: (grimson)
		.maxstamina and . maxmana now work equal to the .maxhp property.
	Added the new JS propertys to the set command. (grimson)
	Fixed a bug that allowed health regeneration while the char was starving. (grimson)
	Moved the bools for the fixed maxHP, maxMana, maxStamina into a bitmask. (grimson)
	Changed CChar::WearItem() to not fire the onEquip event on world loads. (grimson)
	Modified the TOPEACE tag so it can take a second value that sets the chance gain to recover
	from peacemaking upon hits. (grimson)
	Modified cMagic::MagicDamage() and CHandleCombat::HandleCombat() to recover from peacemaking
	by calculating a chance using the chance gain set on TOPEACE and the number of hits. (grimson)
	Added two new JS propertys for chars: (grimson)
		.canAttack  Set this to 0 to prevent a char from attacking.
		.brkPeaceChance  Gets and Sets the chance gain to recover from peacemaking.
	Modified the .skillToProv and .skillToPeace propertys so they return the value of the corresponding
	skill for player chars. (grimson)
	Changed CHandleCombat::HandleNPCSpellAttack() to prevent NPCs from using spells when they
	are not allowed to attack. (grimson)
	Changed cMagic::SelectSpell() to prevent PCs from using spells when they are not allowed
	to attack. Note: This doesn't effect JS implemented spells, use the .canAttack property
	in them to prevent the use of these spells. (grimson)
	Output a sysmessage to PCs informing them that they can not attack. (updated Dictionaries) (grimson)
	Added another new JS property for chars: (grimson)
		.setPeace=#  This handle the whole peacemaking effect, it will stop the char from attacking
			     and prevent him from attacking again until the given time is over or he got
			     enough damage.
	Output a sysmessage to PCs informing them of the end of the peace effect. (Dictionarys again) (grimson)
	Added a line of sight check to the isValidAttackTarget() function in ai.cpp so NPCs won't attack
	targets they can not see. (grimson)
	Modified cCharStuff::addRandomLoot() so that loot lists can contain links to other loot lists. (grimson)
	Added some example usages of ClilocMessage(). (giwo)
	Added support for packet 0xC1, sending cliloc messages. (giwo)
	Added two ClilocMessage() functions, one for direct-to-socket (system) messages, and one
		for object-speech (to a socket or to all sockets in range). (giwo)
	Fixed some areas that could possibly cause MapRegion corruption. (giwo)
	Fixed a VC 2005 Compiler warning. (giwo)
	Defaulted CreateItem() to set decayable to true. (giwo)
	Added functions IsStaticSurface() and IsTileSurface() to mapstuff.cpp and use them in
	CanMonsterMoveHere() to prevent spawnregions from spawning NPCs in places where they
	can not move or shouldn't be able to move to, like display cases. (grimson)
	Updated code that uses |= and &= to use MFLAGSET and MFLAGGET instead, promoting them to a higher public level.  Down to
	 only a very few number of references like that now (Maarc)
	Updated the race code because it was getting out of sync with the WeatherTypes.  The two were bound together in a number
	 of ways, and it's now more generic and tied closer (Maarc)
	Added archery/spell breakage on PC movement.  If a player successfully moves, then the spell they are casting fails,
	 or their archery shoot timer is reset. (Maarc)
	Replaced the WATERCREATURE tag from creatures.npc with a new tag: (grimson)
		MOVEMENT=WATER for creatures that can only move in water.
		MOVEMENT=LAND  for creatures that can only move on land.
		MOVEMENT=BOTH  for creatures that can move on land and in water.
	Added calc_WaterWalk() function to movement.cpp and changed the calc_move() function so that
	it uses it for water creatures and amphibians. (grimson)
	Added IsStaticWet() and CanSeaMonsterMoveHere() functions to mapstuff.cpp. (grimson)
	Added FindCharSpotToSpawn() to cSpawnRegion.cpp and use it when spawning NPCs, renamed
	FindSpotToSpawn() to FindItemSpotToSpawn() and use it when spawning items.(grimson)
	Updated cCharStuff::FindSpotForNPC() to also allow spawning of water and amphibian NPCs. (giwo)
	Modified the JS Object creation to reduce memory waste. (giwo)
	Made some minor modifications to CUSTOMSTRINGTAG and CUSTOMINTTAG handling. (giwo)
	Added some additional debug messages to Region handling. (giwo)
	Fixed a crash involving weather. (giwo)
	Fixed an issue that would cause invalid objects to be left in mapregions. (giwo)
	Fixed some issues caused by my previous changes to objects in mapregions. (giwo)
	Fixed some issues when setting containers. (giwo)
	Fixed an issue causing targeting cursors to sometimes target a character when the target should be invalid. (giwo)
	Fixed an issue causing JS Gumps not to function. (giwo)
	Added detailed packet logging to CPITargetCursor. (giwo)
	Added two vectors to spawnregions to store valid locations. (grimson)
	You can define valid locations using the new DFN tags:
		VALIDLANDPOS=#,#,#
		VALIDWATERPOS=#,#,#
	Changed FindCharSpotToSpawn() and FindItemSpotToSpawn() so that they first check
	agains the list to see whether a location is valid. If the location is not in the
	list but valid it will be added to the list. If no valid location has been found
	it tries to get a random one from the list of already stored locations. (grimson)
	Added two maps to spawnregions to make checking for valid locations easier. (grimson)
	Check if the z value of stored locations still match the dynamic z value of the
	current locations to track whether dynamics have changed. (grimson)
	It's better to recalculate and check the whole z coordinate of a stored
	location to make shure nothing has changed since we stored it. (grimson)
	Removed the IsSurface check of dynamic tiles from cMapStuff::CanMonsterMoveHere(),
	as many landscape tiles don't have the surface flag set. So it prevented valid spawns. (grimson)
	Added a new ini setting: (grimson)
	COMBATARCHERRANGE=#  This defines the range at which archers stop charging
			     the target in combat. (Default is 7)
	Changed cMovement::SendWalkToPlayer() so that the sequenz number fits the description
	in CPacketReceive.cpp. (grimson)
	Changed CPIResyncReq::Handle() so that it actually does resend everything around
	the player. (grimson)
	Added the Script # to the JS Error Reporter to make debugging easier. (giwo)
	Fixed an issue causing JS scripts to give useless error messages on server startup. (giwo)
	Modified the region debug code to not default to on in debug mode. (giwo)
	Updated loading code so that it displays a more accurate percentage during loading (Maarc)
	Minor changes to the JS Handling. (giwo)
	Modified UOXCFile handling to remove all props and added .EOF(), .Pos(), and Length() methods. (giwo)
	Fixed an issue causing items not to dissapear when 'removed (giwo)
	Fixed an issue causing characters to randomly dissapear around NPC's (giwo)
	Fixed an issue causing items and characters to be updated when out of range. (giwo)
	Fixed a VC2005 Compile issue. (giwo)
	Included a default VC 2005 Project/Solution file. (giwo)
	Fixed LineOfSight() not working when you stand directly next to the target. (grimson)
	Changed checkItemLineOfSight() so that it checks whether you can see the base or
	the top of the target item. (grimson)
	Fixed CPIAllNames3D::Handle() so that SHIFT+CTRL actually shows the names of NPCs. (grimson)
	Fixed a possible issue caused by passing float values to JS func RandomNumber() (giwo)

JScript Changes/Fixes:
	Added carpentry, tinker, leather repair, bow repair, bandage, sewing kit, mortar, and archery butte ID's to 
	 js_objectassociations.scp (giwo)
	Fixed a bug causing sources for resource-harvesting not to get properly initialized (Xuri)
	Defined respawn delay and maximum resources as easily editable global variables	(Xuri)
	Made items added using 'ADD <hex-id> and 'ADD SPAWNER <hex-id> not decay by default (Xuri)
	Updated creatures.dfn to use the new MOVEMENT tag. (grimson)
	Updated tiles.dfn to set a water tile to wet that was missing that flag. (grimson)
	Fixed a minor issue with axe.js (giwo)
	Updated the peacemaking.js to use the new property and to prevent peacemaking from affecting the
	char using it. (grimson)

DFN Changes/Fixes:
	Fixed a bug with rugs_carpets.dfn where a closing bracket was missing for object 0x1e41	(Maarc)
	Replaced HP tag with HPMAX for all appropriate NPCs (Xuri)
	Updated TOPROV, TOPEACE and TOTAME tags for all NPCs (Xuri)
	Added the HUNGER=#,# description to the header of races.dfn. (grimson)
	Added the TAMEDHUNGER tag to mounts.dfn with a hunger rate of 600 and a chance to become
	 wild of 30%. (grimson)
	Added a new file foodlists.dfn to the items folder containing an example list for horses. (grimson)
	Added the horse foodlist to mounts.dfn. (grimson)
	Added TAMEDHUNGER and FOOD tags to all appropriate NPCs (Xuri)
	Added Squirrel and Ferret NPCs to animals.dfn, and added them to the NPC addmenu (Xuri)
	Fixed a misspelled skillname for a gargoyle NPC (Xuri)
	Added id 0x122a to harditems.dfn with DECAY=1, so blood puddles added when carving corpses actually decay (Xuri)
	Changed animals.dfn, added NPCAI=6 to all animals belonging to the race Predator. (grimson)
	Changed races.dfn, all members of the race Predator change their hunger level every 300 seconds
	 and get damaged for 5 points when starving. (grimson)
	Fixed a bug with rugs_carpets.dfn where a closing bracket was missing for object 0x1e41 (Maarc)
	Changed the the numbers in the LOOT tags of NPCs to random lootlist entrys. (grimson)
	Fixed some GET tags in the armor dfns that were pointing to non existant items. (grimson)

-==============================-
-= 20/02/2006 - UOX3 0.98-3.4 =-
-==============================-
Source Changes/Fixes:
	Updated the CPUpdateStat function to use the GetMaxHP, GetMaxStam and GetMaxMana 
	 for sending the respective values instead of sending the strenght, dexterity and 
	 intelligence values. (Grimson)
	The current HP and (if present) the fixed maxHP will now be saved on worldsaves. (Grimson)
	Added two new DFN tags for NPCs and Items: CUSTOMSTRINGTAG and CUSTOMINTTAG with 
	 them you can specify custom tags inside the DFNs and use them in JS scripts. (Grimson)
	Added two new JS functions: 
	FindItem( x, y, z, world, id) - returns the item with the "id" that is on the "z"
	 level and closest to the coordinates of x and y. Or NULL if no item is found. (Grimson)
	GetItem( x, y, z, world) - returns the item that is on the given coordinates or NULL if there is no item. (Grimson)
	Fixed an issue causing Large Dragon Ship deeds to not function. (giwo)
	Stopped CChar from saving HP as CBaseObject handles saving hitpoints. (giwo)
	Modified getItem() and findItem() a bit and renamed them to GetItemAtXYZ() and FindItemAtXYZ() (giwo)
	Fixed some minor cooking issues, and removed cSkills::HandleCooking() as JS now handles cooking. (giwo)
	Fixed an issue causing stats to almost never increase. (giwo)
	Added an additional option to SKILLPOINT to specify for each level how much skill to gain on success. (giwo)
	Removed EngraveAction() as it did not function and custom skills can be added in JavaScript. (giwo)
	Moved Meditation skill out to JS. (giwo)
	Moved Inscription skill out to JS. (giwo)
	Moved MAKESHOP command out to JS. (giwo)
	Moved Lockpicking skill out to JS. (giwo)
	Moved Skills::TinkerAxle out to JS. (giwo)
	Moved Skills::TinkerAwg out to JS. (giwo)
	Moved Skills::TinkerClock out to JS. (giwo)
	Moved TinkerSextant functionality out to JS. (giwo)
	Made shure to start world timers on server startup. (Grimson)
	Changed startChar() to do a checkRegion() directly after a login. (Grimson)
	Changed CWorldMain::doWorldLight to actually take the current time into account when calculating the light level. (Grimson)
	Added the dungeons to the regions.dfn, so LIGHTDUNGEONLEVEL from the ini is correctly applied to them. (Grimson)
	Removed checkRegion() from startChar() as it isn't needed. (Grimson)
	Fixed the release time check in JailCell::PeriodicCheck(). (Grimson)
	Changed CWorldMain::doWorldLight again, so the light level will actually reach
	 the LIGHTBRIGHTLEVEL and LIGHTDARKLEVEL values. (Grimson)
	Changed the checkRegion() function to prevent useless guard messages when you go from one unguarded region to
	 another unguarded region. (Grimson)
	Changed the getlight command, so it returns the correct value when the region has a weather system. (Grimson)
	Added a rounding function for numbers and use it in the doLight(), command_getlight() and
	 doWorlLight() functions. (Grimson)
	Moved WillResultInCriminal() from combat.cpp to uox3.cpp as it is not limited to combat situations. (Grimson)
	Changed cMagic::MagicDamage() so that attackers can become criminal and murderers. (Grimson)
	Changed CHandleCombat::StartAttack() so that attacking NPCs can become criminal. (Grimson)
	Fixed an issue causing newbie clothing to be dropped on the ground if the character had scripted starting armor. (giwo)
	Added Multiple-ID resource handling for create.dfn. (giwo)
	Fixed 3D client crashes with CChar::talkAll() and  CChar::talk(), when the text color is 0x0000 it will
	 be set to the default of 0x5A. (Grimson)
	Changed cMagic::MagicDamage() again, so that the murder count is increased when needed and NPCs fight back
	 when they get attacked with a spell. (Grimson)
	Fixed the text message of the evaluating intelligence skill. (Grimson)
	Removed resource counts before launching create menu's, as the create menu handles that. (giwo)
	Marked StringToNum(), NumToString(), NumToHexString() for later deletion, please use built-in JS 
	 method .toString() and function parseInt() in their place. (giwo)
	Implemented JS props .stone and .master for Guilds. (giwo)
	Removed the following JS functions as they are superfluous. (giwo)
		IsRegionGuarded 
		CanMarkInRegion 
		CanRecallInRegion 
		CanGateInRegion 
		GetGuildType 
		GetGuildName 
		SetGuildType 
		SetGuildName 
		SetGuildMaster 
		GetNumGuildMembers 
		GetGuildStone 
		GetTownMayor 
		GetTownRace 
		SetTownRace 
		GetTownTax 
		GetTownTaxResource 
		SetTownTax 
		SetTownTaxResource 
	Committed some fixes to giwo's last commit (missed some changes in cScript.cpp that was blocking people
	 from compiling) (Maarc)
	Removed a lot of commented stuff.  Dead code that's not used any more and things like that have been reduced (Maarc)
	Begun damage/healing tracking support.  All places in C++ code should be covered (will need to update JS engine). Healing 
	 and damage is now tracked per character, so that they can find out who has damaged/healed them the most.  If healing/damage
	 hasn't occurred in the past 5 minutes, they get taken off the list (Maarc)
	An offshoot of the damage tracking stuff is a change to combat.  Fame/karma/kills has been moved into CBaseObject, 
	 because in future, we'll look at tracking fame/karma/kills updates for weapons and armour (so if you kill repeatedly with a
	 sword, the sword's kill count increases) (Maarc)
	Much of the fame/karma/kills stuff isn't done, and currently, we don't take advantage of the damage tracking. Future 
	progressive updates will help with karma/fame parcelling on death, and to help NPCs make smarter decisions in combat 
	Broke out packet 0xBF into a CPI class of it's own. Rather than making it a huge monolithic class, it internally hands
	 it off to other packet handling classes (Maarc)
	Fixed VC6 build errors (thanks to giwo). (Grimson)
	Rewrote parts of the weather system: (Grimson)
		Added weather type storm. 
		Heat wave and cold snap are calculated once per uo day and set the temperature to a fixed value 
	    	between MAXTEMP and HEATINTENSITY resp. COLDINTENSITY and MINTEMP. 
	    	Storm, Snow and Rain are calculated oncer per uo hour. 
	    	Rewrote doWeatherEffect() to better seperate the different weather effects and to change the way they are calculated. 
	Added new settings to races.dfn: (Grimson)
		HEATLEVEL - Sets the minimum heat at which the race get's damaged. 
		COLDLEVEL - Sets the minimum cold at which the race get's damaged. 
		STORMAFFECT - Defines if the race is affected by a storm 
		STORMDAMAGE - Defines the damage a race takes from storm 
		STORMSECS - Defines the interval at which the races takes damage from a storm. 
	Added cMapStuff::inBuilding() function to determine wheter a given set of coordinates is inside a building.
	 It does this by checking whether there is a static or multi above the coordinates. (Grimson)
	Added inBuilding() and SetInBuilding() functions to CChar and set it on movement and teleport. (Grimson)
	Use the new inBuilding() function to stop/start weather effects as soon as a player enters or
	 leaves a building. (Grimson)
	Send the light level and weather status directly after a player log's in. (Grimson)
	Fixed some bugs in calculating the heat/cold damage in doWeatherEffect(). (Grimson)
	Rain now lowers the current temperature by 5, a storm by 10. (Grimson)
	Moved the sending of the light level and weather status from startChar() into 
	 cChar::Teleport() by adding a force forceUpdateLight option to checkRegion(). (Grimson)
	Rewrote the doLightEffect() function, it now uses the current light level to scale the light damage,
	 it also respects the LIGHTLEVEL setting from races.dfn and it will stop doing light damage if you
	 are inside a building. (Grimson)
	Added a the possibility that a char gets hit by a lightning during a storm, this is controlled by the
	 LIGHTNINGAFFECT, LIGHTNINGDAMAGE and LIGHTNINGCHANCE settings in races.dfn. (Grimson)
	Added storm to the IsRaceWeakToWeather() JS function. (Grimson)
	Light and weather effects now also work on NPCs. (Grimson)
	Added 3 new JS events: (Grimson)
		onLightChange( mChar, lightLevel ) 
		onWeatherChange( mChar, weatherId ) 
		onTempChange( mChar, temperature ) 
		These events also work on the global script id and get called for players and NPCs. 
	Removed several item types from itemtypes.dfn as they are now handled by JS. (giwo)
	Fixed an issue causing the Snooping skill not to function. (giwo)
	Fixed an issue causing GM Polymorph Menu not to function correctly. (giwo)
	Fixed an issue causing Doors not to be added to the house they were part of. (giwo)
	Moved the Multi check to containers specifically rather than on any item use, to enable use of house signs
	 and doors from outside. (giwo)
	Stopped saving the weather type in regions.wsc, this prevented changes from regions.dfn to apply. (Grimson)
	Make use of the SNOWINTENSITY, RAININTENSITY and STORMINTENSITY from weatherab.dfn, they are now 
	 used in calculating the damage a char takes from these elements. The damage is scaled by calculating 
	 a random number between 0 and the intensity, this number is then used as a percent value against 
	 the damage value in races.dfn. (Grimson)
	Fixed a small bug that prevent a storm from ending. (Grimson)
	Updated the SkillCheck in HandleCombat() to be based upon the defenders tactics skill. (giwo)
	Updated Skills::SkillCheck() to have a chance of success based upon the maximum skill + 100, rather than 1000. (giwo)
	Fixed several issues causing spellbooks not to display properly. (giwo)
	Fixed an issue causing Strength, Dexterity, and Intelligence to permanently drop when they are temporarily lowered. (giwo)
	Added two new shield ID's to CItem::IsShieldType(). (giwo)
	Added spacing after fame titles to fix a paperdoll display issue. (giwo)
	Fixed multiple issues in LineOfSight() that caused miscalculations of the coordinates that should be checked. (Grimson)
	Added line of sight checks to CPIPopupMenuRequest::Handle(), CBaseVendorResponse::CBaseVendorResponse() and 
	 CPIDblClick::Handle() to prevent people from using items and vendors through walls. (Grimson)
	Changed HandleWeatherChanges() so it updates the weather values of NPCs too. (Grimson)
	Changed reading the SNOWINTENSITY, RAININTENSITY and STORMINTENSITY in weatherab.dfn so that 
	 you can set a min and max value for the damage percent. See the examples in the updated weatherab.dfn. (Grimson)
	Added two new values to weatherab.dfn: (Grimson)
		STORMTEMPDROP this sets the amount the temperature drops when there is a storm 
		RAINTEMPDROP this sets the amount the temperature drops when it is raining. 
	Renamed HandleWeatherChanges() to CheckCharInsideBuilding() as it is more apropriate. (Grimson)
	Stopped weather effects affecting ghosts of death players. (Grimson)
	Partially rewrote cMovement::SendWalkToOtherPlayers to correctly send chars and remove them from sight. (Grimson)
	Changed CPExtMove::CopyData() so the running state of player chars is correctly send. (Grimson)
	cMovement::SendWalkToOtherPlayers() didn't check if the chars are in the same world, added this now. (Grimson)
	Added ability to xgate to a specific x, y, z. and worldnumber (giwo)
	Updated TeleportLocations to teleport any players pets that are inrange with them. (giwo)
	Fixed a minor issue with Moongates teleporting Pets. (giwo)
	Fixed a compiler error in VC 2003 caused by fabs(). Note that using fabs() should only be used with floats & doubles. (giwo)
	Modified HandleCombat() so the target has a chance to gain Tactics when hit. (giwo)
	Gave armor a 50% chance not to be damaged when successfully hit. (giwo)
	Reduced armor damage to 0-1 points (rather than 0-2) when hit. (giwo)
	Updated Towns to be escort regions by default in regions.dfn (giwo)
	Added two functions to the JS engine for characters, Heal() and Damage() (Maarc)
		void Damage( amtDamaged, [attacker] );
		void Heal( amtHealed, [healer] );
	The second parameters are optional, but basically it ensures that any change through here is tracked
	Fixed an issue causing possible account corruption. (giwo)

JScript Changes/Fixes:
	Renamed moongate.js to teleporter.js (Xuri)
	Added gump-driven moongate system to new moongate.js file (optional, not currently in use) (Xuri)
	Added new moongate.js to jse_fileassociations.scp and changed old moongate.js to teleporter.js (Xuri)
	Fixed some issues with pitcher.js (giwo)
	Updated all JS files to use toString() and parseInt(). (giwo)
	Fixed a minor issue with teleporter.js. (giwo)

DFN Changes/Fixes:
	Added dex penalty to Samurai Plate armor (same as for normal plate armor) (Xuri)
	Fixed the GM Locations menu in travelmenu.dfn so you can travel to the jail cells again. (Grimson)
	Made a few changes to regions.dfn. (Grimson)
	Fixed some create.dfn items that had overlapping numbers. (giwo)
	Changed create.dfn handling so ID's of 0 (default) display nothing on the gump. (giwo)
	Updated create.dfn menu's with "Previous Menu" entries. (giwo)
	Modified skills.dfn SKILLPOINT to use ,'s for seperators. (giwo)
	Added LEATHER resource type for create.dfn (giwo)
	Added cloth ID's to CLOTH resource type. (giwo)
	Wrote all available race settings into the header of races.dfn and documented a few of them. (Grimson)
	Updated skills.dfn a bit to improve skill gain between levels 0.00 and 1.00 (giwo)
	Fixed a minor issue with regions.dfn causing Yew not to be considered a town. (giwo)
	Updated the grizzly and polar bear entries in creatures.dfn to have the proper sounds. (giwo)

-==============================-
-= 12/02/2006 - UOX3 0.98-3.3 =-
-==============================-
Source Changes/Fixes:
	Encapsulated JS class name retrieval into JSEncapsulate and switched over to using that everywhere (Maarc)
	Fixed a potential bug (or at least, a naughtiness) with CBase_Teleport, with premature casting (Maarc)
	Fixed a bug where if ApplySection() was called with an empty string, it wouldn't abort correctly (JS Engine) (Maarc)
	Fixed a possible issue with Karma(), where we reset on caps, but don't update our calculations (Maarc)
	Added necromancy, focus, chivalry, bushido and ninjitsu to skills in JS engine (Maarc)
	Fixed several issues with CPOpenBuyWindow fixing an issue causing items in buy windows to display improperly. (giwo)
	Fixed an alignment issue with CPItemsInContainer logging. (giwo)
	Removed CItem::Sort() as it is now superfluous. (giwo)
	Moved CItem::WalkXY() to CBaseObject. (giwo)
	Minor updates to cSkills::RandomSteal(). (giwo)
	Removed JS items[]. access. (giwo)
	Added missing hairstyle (spiked) for female elves (Xuri)
	Fixed an issue causing multi's to contain themselves (giwo)
	Added some error checking to ensure a multi cannot be placed inside another multi. (giwo)
	Fixed an issue causing items and characters on boats to move multiple spaces. (giwo)
	Fixed an issue causing boats to lock the client. (giwo)
	Fixed an issue causing boat commands to crash the 3D client. (giwo)
	Fixed an issue causing the server to randomly crash when sailing for prolonged periods of time. (giwo)
	Removed an extra RemoveFromSight() packet sent upon item deletion. (giwo)
	Removed items from the MapRegion upon deletion. (giwo)
	Added CMapHandler::ChangeRegion() to automatically change an objects region when location changes. (giwo)
	Changed a call to _hypot, as it wasn't portable.  hypotf is the portable ANSI C, but it didn't work, so rolled our own (simple sqrt of the sum of two squares) (Maarc)
	Made some changes to the enumeration JSObjectType, because gcc 3.3.5 was chucking a wobbly over some code  (Maarc)
	Changed a call to _strnicmp to strnicmp to deal with a linux compile error - note, we probably don't want to use such things anyway ... convert both strings to a UString, lower() them, and compare the subsets requested? (Maarc)
	Fixed an issue causing the statwindow not to update properly (thus not showing the proper weight/gold values). (giwo)
	Continued to break LineOfSight() into smaller manageable functions. (giwo)
	Removed superfluous Add()/Remove() functions from CMapHandler. (giwo)
	Rewrote trade windows so they now function properly (Note that if you log out with a trade window open, the client will crash). (giwo)
	Disabled the LoginThread as it was causing crashes and other issues. (giwo)
	Minor changes to const correctness in skills.cpp (giwo)
	Modified packet logging to slim down file size and make it more readable. (giwo)
	Fixed an issue causing logged out characters be visible to those around them. (giwo)
	Fixed an issue causing multis to calculate their size incorrectly (causing boats to drag objects not aboard). (giwo)
	Updated mapstuff.cpp to fix some signed/unsigned mismatches. (giwo)
	Rewrote killTrades() so it would function properly and called it when a player Logs out. (giwo)
	Disallowed GM's to drop items directly on logged out players (note they can still place items in packs), as it was causing other bugs in the client. (giwo)
	Documented trade.cpp (giwo)
	Fixed a possible exploit with secure trading. (giwo)
	Fixed an issue causing it to be impossible to remove characters from a house ban list. (giwo)
	Fixed a server crash caused by transfering house ownership. (giwo) 
	Updated the NPC Pathfinding code to fix some issues. (giwo)
	Added a check to ensure boat items are only moved once when boats sail. (giwo)
	Moved maps_def Disposal to the end of CMapStuff::Load() (Maarc)
	Added the ability to override tiledata info for real tiles (not land) (Maarc)
	Bit of const correctness (CTile.Name( const char *newVal )) (Maarc)
	Added some error checking to the INFO command to ensure it is not used on characters. (giwo)
	Fixed an issue causing deeds (and other items) not to display their custom names. (giwo)
	JS Changes:
		Added character props .orgID and .orgSkin (giwo)
		Changed the behavior of character props .id and .skin not to set their org* equivalents automatically. (giwo)
	Replaced CTEffectContainer with a call to CDataList. (giwo)
	Fixed multiple issues causing temporary effects to randomly never expire. (giwo)
	Fixed an issue causing mana never to regenerate completely in certain circumstances. (giwo)
	Minor const correctness and signed/unsigned mismatch changes. (giwo)
	Removed MOVETYPE= world tag from boats, as they should always start sitting still. (giwo)
	Added a check to ensure a boat stops moving if all characters onboard leave a moving boat. (giwo)
	Added spawn.dfn tag PREFZ=, this sets the maximum Z influence dynamic and static items can have on spawning. (giwo)
	Incorporated Grimsons fixes to CSpawnRegion to allow NPC's to spawn at the proper Z based on the static and dynamic items at their location. (Grimson)
	Fixed a minor issue with saving tempeffects. (giwo)
	Fixed an issue causing objects not to default to script ID 0 (global script). (giwo)
	Added onDeathBlow( pKilled, pKiller ) JS event. (giwo)
	Minor code cleanups. (giwo)
	Fixed wholist so that the stats link now works from it (Maarc)
	Fixed an issue causing ID and Type-based JS scripts not to run if an object had a script associated with it. (giwo)
	Fixed an issue with SetTag() causing 0 and null values not to unset the tag. (giwo)
	Fixed some wierdness when using the Delete() property in JS. (giwo)
	Minor updates to autoStack(). (giwo)
	Fixed some issues with dropping items on other items in packs. (giwo)
	Overhauled the character flagging system: (giwo)
		Added FlagColors enum.
		Renamed setcharflag() to UpdateFlag().
		Rewrote FlagColour() to make use of an enum and made it part of CChar.
		Made use of CChar::FlagColour() in several areas where we were doing the work manually.
		Added CChar SetNPCFlag() and GetNPCFlag() alond with cNPC_FLAG enum.
		Removed CChar IsNeutral() and SetNeutralFlag().
		Fixed an issue causing CChar Flagging functions not to return proper values.
		Replaced Dfn tag NEUTRAL with FLAG= the options for which are NEUTRAL, INNOCENT and EVIL.
		Replaced JS character property neutral with npcFlag, for which the values are 0 = NEUTRAL, 1 = INNOCENT, 2 = EVIL.
	Broke DropOnItem() into several smaller functions. (giwo)
	NPCFlag now saves to the worldfile. (giwo)
	Fixed an issue causing neutral animcals to never appear innocent when in town. (giwo)
	Fixed an issue causing tamed animals to not carry their owners flag. (giwo)
	Added support for invulnerable (yellow) flagging. (giwo)
   	Re-added IsNeutral() Character flag as well as .neutral JS character property. (giwo)
   	Fixed an issue causing items to "bounce" when being dropped on the same character they were picked up from. (giwo)
   	Fixed an issue causing Ghosts to be bugged after a server restart. (giwo)
	Modified newbie item creation so scripted items take precedence over default clothing. (giwo)
	Added JS property .isShop to transform an NPC into (and back from) a shopkeeper. (Grimson) 
	Fixed some issues causing flagging not to be updated after setting flags in JS. (giwo)
	Added error-checking when an invalid script entry is called with the GET tag. (giwo)
	Modified AR statwindow reporting to give larger numbers. (giwo)
	Removed teffect.cpp from the VC6 workspace, as it no longer exists. (Grimson)
	Modified the flags of display cases via the tiles.dfn to prevent NPCs from walking on them. (Grimson)
	Added fixed maximum HP for chars. You can set it by a new dfn tag "HPMAX" or by the 
	.maxhp JS property. Setting a negative value via the .maxhp JS property will reset the fixed value. (Grimson)
	Updated the set command to make use of the .maxhp JS property. (Grimson)
	Modified 'setscptrig so it accepts 0 as a value even if no script 0 exists. (giwo)

JScript Changes/Fixes:
	Illogical operator sequence in skin.js fixed, all skincolors should now work, as opposed to only every second one (Xuri)
	Modified the stealth skill spam to conform to OSI messages. (giwo)
	Fixed an issue causing the POLY command to change ones skin color. (giwo)
	Added TEMPSTR/TEMPSTRENGTH TEMPDEX/TEMPDEXTERITY and TEMPINT/TEMPINTELLIGENCE options to the SET command. (giwo)
	Added 'set DEF (items), ARMOR (chars), and LAYER (items) commands. (giwo)

DFN Changes/Fixes:
	Added leather cap to base_armor.dfn, and added right facing leather cap to leather_armor.dfn (Xuri)
	Added missing values and proper movable tag to a few tables sold by the carpenter vendor. (Xuri)
	Added tiles.dfn in uox3\dfndata\maps\ to support overriding tiledata info (Maarc)
	Changed the stat-modifier of the wizard's hat to conform with official UO (-5 STR, +5 INT) (Xuri)
	Renamed some magical reagents to their proper names (Xuri)
	Added paladin spellbook and necromancer spellbook to misc_magic.dfn (Xuri)
	Added book of ninjitsu and book of bushido to dfndata\items\misc\books.dfn (Xuri)
	Added [base_hat] to headwear.dfn for common headwear properties (Xuri)
	Added necromancer-specific leather armor to leather_armor.dfn (only thing different is color) (Xuri)
	Added clothing from SE to uox3\dfndata\items\gear\clothing\se_clothing.dfn (Xuri)
	Added headwear from SE to uox3\dfndata\items\gear\clothing\se_headwear.dfn (Xuri)
	Added footwear from SE to uox3\dfndata\items\gear\clothing\se_footwear.dfn (Xuri)
	Updated all instances of NEUTRAL in the dfn's to FLAG=NEUTRAL (giwo)
	Added some FLAG=EVIL, FLAG=INNOCENT, and FLAG=NEUTRAL tags to appropriate NPC's (giwo)
	Updated some DFN armor defense ratings in items/gear/armor/ (giwo)
	Added Ninja armor uox3\dfndata\items\gear\armor\leather_armor\ninja_leather.dfn (Xuri)
	Added Samurai armors to samurai_leather.dfn, samurai_studded_leather.dfn and samurai_plate.dfn (Xuri)
	(NOTE: DEF values need heavy tweaking!)
	Added starting equipment for Necromancy, Chivalry, Ninjitsu and Bushido (Xuri)
	Added TEMPSTR/TEMPSTRENGTH TEMPDEX/TEMPDEXTERITY and TEMPINT/TEMPINTELLIGENCE options to the SET command. (giwo)
	Updated all instances of NEUTRAL in the dfn's to FLAG=NEUTRAL (giwo)
	Added some FLAG=EVIL, FLAG=INNOCENT, and FLAG=NEUTRAL tags to appropriate NPC's (giwo)
	Updated DEF values to reflect the UO:R style combat system. (giwo)
	Moved main entries for samurai plate armor, leather armor, studded leather and ninja leather to base_armor.dfn (Xuri)
	Moved samurai plate armor definitions to iron_armor.dfn, and removed samurai_plate.dfn (Xuri)
	Added samurai empire armors to the add-menu, and tweaked some layer values (Xuri)

-==============================-
-= 29/01/2006 - UOX3 0.98-3.2 =-
-==============================-
Source Changes/Fixes:
	Updated some areas of the code to conform to const correctness.. (giwo)
	Fixed an issue causing vendor "Buy" windows to display improperly. (giwo)
	Added some more error-checking to the ClearTrades() function. (giwo)
	Removed JS CChar_Freeze() and CChar_Unfreeze() as the .frozen property does the same thing. (giwo)
	Removed JS CItem_SetPoison() as the .poison property does the same thing. (giwo)
	Added a JS Packet Class, usage: (giwo)
		var myPacket = new Packet;
		myPacket.WriteByte( pos, byte );
		myPacket.WriteShort( pos, short );
		myPacket.WriteLong( pos, long );
		myPacket.WriteString( pos, string, len );
		socket.Send( myPacket );
		myPacket.Free();
	Fixed a logic error in handling the RefreshIP code (Grimson).
	Fixed an issue causing players to apper gray rather than dissapear when hiding. (giwo)
	Fixed a login crash caused by the Updates scroll. (giwo)
	Fixed several issues with Writable book handling. (giwo)
	Modified .bok handling code (note that this will cause any old .bok files to be invalid). (giwo)
	Added support for the 0xD4 (New Book Header) packet. (giwo)
	Fixed some issues in /books/books.dfn causing pre-defined books not to be displayed. (giwo)
	Fixed some issues in items/misc/books.dfn causing pre-defined books not to open. (giwo)
	Removed CSocket authorbuffer, pagebuffer, and titlebuffer. (giwo)
	Fixed an issue causing Spells not to function. (giwo)
	Added JS Packet method .ReserveSize( len ); for optimization purposes. (giwo)
	Added new doors from ML-client, expanded DoorNewLocation-function to cover all doors (Xuri)
	Added CPPopupMenu allowing for easier customization of popup menu's. (giwo)
	Removed cScript::spellRegistration, commandRegistration, skillRegistration in favor of (giwo)
	cScript::ScriptRegistration( string skillType ) IE ScriptRegistration( Skill ). (giwo)
	Added the ability to overload Packets in the JS. (giwo)
	Removed xFTP Server code as UOX3 should be a game server, not an FTP server. (giwo)
	Moved spawnregions and regions into CWorldMain. (renaming them to spawnRegions and townRegions). (giwo)
	Modified spawnRegions and townRegions to load in based upon the number assigned for them in the scripts. (giwo)
	Added a socket variable to PlayerValues_st to remove the need to loop through online sockets looking for a characters socket. (giwo)
	Fixed some minor issues with CTEffectContainer. (giwo)
	Fixed an issue that could cause a characters murder decay timer to stop counting. (giwo)
	Added MURDERTIME to the worldsave to make murder decay time persistent. (giwo)
	Fixed some minor compiler warnings. (giwo)
	Added support for compiling under Visual Studio Express 2005 (giwo)
	Changes to uox.ini: (giwo)
		Removed USEFACETSAVES, MAP0, MAP1, MAP2, MAP3, USERMAP, FTPDENABLED,
		FTPDUSER, FTPDUSERLIMIT, FTPDBIND, FTPDROOT, FTPCENABLED, FTPCHOST,
		FTPCPORT, FTPCUSER, FTPCULFLAGS, and MAPCOUNT as they were unused.
		Added OVERLOADPACKETS option to uox.ini to toggle JS packet handling.
	JS Changes: (giwo)
		Re-ordered jse_fileassociations.scp a bit to make more logical sense.
		Added PACKET_SCRIPTS to jse_fileassociations.scp
		Added event onPacketReceive( socket, packetNum, subCommand )
		Added function RegisterPacket( packetNum, subCommand ) // Note that subcommands are not yet supported.
	Removed cSkills::TrackingDirection() as cMovement::Direction() does the same thing. (giwo)
	Fixed a crash caused by canceling the tracking menu. (giwo)
	Fixed an issue causing not all animals to be trackable with the tracking menu. (giwo)
	Added support for clicking on the Tracking Arrow to stop it from displaying. (giwo)
	Modified packet overloading so one cannot run both the overload and the default packet handling, as it would cause a socket error. (giwo)
	Added support for selecting popup menu entries. (giwo)
	Fixed a possible issue with doubled up entries in spawn.dfn and regions.dfn. (giwo)
	Fixed an issue causing UOX3 to hang forever on character creation. (giwo)
	Added file and function documentation to books.cpp and msgboard.cpp (giwo)
	Fixed a bug where skillgain could happen by attempting to craft without having enough resources available (Xuri)
	Updated AreaCharacterFunction, AreaItemFunction and AreaObjFunc to accept both character and item objects are source-object (Xuri)
	Fixed an error generating a warning about bad length in multi's (giwo)
	Made all items default to the unused (0x0000) tile (giwo)
	Changed SeekTile() to return a value indicating if it found a valid tile
	Further update to HowTo, making sure it works through both paths (Maarc)
	GumpInfo type 7 should ignore name, only deal with stringValue.  Code updated to reflect this (fixes AddData( str, str, int )) (Maarc)
	Howto should be fixed so it won't crash on target based commands (Maarc)
	Howto should also support JS commands now, at least in so far as it displays the txt file, if one exists  (Maarc)
	Couple of sections of code updated for real multi checks.  Rather than check if the ID > 0x4000, we actually do a CanBeObjType( OT_MULTI ) instead  (Maarc)
	Auto correct bad multis when encountered (setting to generic house / generic boat)  (Maarc)
	Updated CDictionary.cpp to be const correct, as well as adding some error checking to prevent data corruption. (giwo)
	Removed CACHEMULS from the uox.ini as it is no longer used. (giwo)
	Changed uox.ini entry SHOWHIDDENNPCS to SHOWOFFLINEPCS to better reflect its function. (giwo)
	Fixed an issue with SHOWOFFLINEPCS causing offline pc's to display even if it was set to 0. (giwo)
	Fixed a minor bug with HTML output when the UOX3.exe was not in the base UOX directory. (giwo)
	Fixed a couple of entries in teleport.scp that would cause you to be stuck in britain sewers. (giwo)
	Updated items.cpp and npc.cpp to be const correct. (giwo)
	Fixed an issue with context menus causing one to attempt to "snoop" their own pack. (giwo)
	Fixed a crash when attempting a random steal on a character with no items. (giwo)
	Fixed an issue causing the 'time command to have incorrect spacing. (giwo)
	Yumi-bows should now use arrows instead of crossbow bolts. (Xuri)
	Fixed an Alignment issue in dumping out CPCharAndStartLoc (converting tabs to explicit spaces) (Maarc)
	Turned out last byte of the packet as a real number, rather than a UI08 which is interpreting as a char (Maarc)
	Updated some packet notes from what I could scrounge through the net (Maarc)
	Added basic CPIMetrics class to read in the 0xD9 packet that gets sent (Maarc)
	Fixed a logging issue with CPCharAndStartLoc that wasn't taking the extra characters into account (Maarc)
	Fixed a logging issue with CPCharAndStartLoc that was trying to dump out location details as ASCII codes, not as strings (Maarc)
	Added a feature to packet logging so that it will fill a line of less than 8 bytes to 8 bytes, to even out it's display (Maarc)
	CPISecondLogin logging claimed to be packet 0x80, when in reality, it's 0x91 (Maarc)
	Unknown byte in CPIFirstLogin now displayed numerically, rather than as a dodgy ASCII char (Maarc)
	Changed Seed IP of CPRelay to 0xFFFFFFFF (Maarc)
	Moved pSplit() and PackShort() from CPacketSend.cpp to CPacketReceive.cpp, given that's the only place that it is even used (Maarc)
	Removed some unnecessary dead code (Maarc)
	Added a P_TIMESTAMP define to Config.h, for timestamping packet logs (through the use of RealTime) (Maarc)
	Removed unnecessary defines from Config.h (Maarc)
	Fixed a typo or two (Maarc)
	Removed some debug code I committed by accident (Maarc)
	Our packet logs were generating 7 column data, not 8! (Maarc)
	Updated some packet notes + code (0xA9 and 0xB9 packets) to deal with elves stuff (based on http://www.uox3.org/forum/viewtopic.php?t=748&highlight= ) (Maarc)
	Updated CPCharAndStartLoc to log a few more flags (Maarc)
	Added a detailed Log routine to CPEnableClientFeatures (Maarc)
	Moved Capped() in pcmanage.cpp to higher upwards (Maarc)
	Changed CPICreateCharacter::Log to dump out hex values for body/skin colours (Maarc)
	Added some preliminary support for elvish bodies (Maarc)
	Needs doing: Adding random names list 3 (elf male) and 4 (elf female) for incognito (Maarc)
	Updated gender IDs 0 == human male, 1 == human female (as before).  2 == elf male, 3 == elf female, 0xFF == unknown.  Potentially has JS impacts! (Gender property) (Maarc)
	Note: Need to experiment with gender values with CPStatWindow (see code notes)
	Note: isHuman() doesn't even evaluate current dead bodies, what is the impact?
	Renamed validHair() to validHairStyle() because we want to validate colour as well (Maarc)
	Added a CanSee() routine to JS based socket and character objects.  Syntax is as follows (Maarc)
		sourceObject.CanSee( otherObject );
		sourceObject.CanSee( targX, targY, targZ );
		otherObject can be either a character, item or socket.  If they're not on the same world or the target item is in a container, line of sight fails.
	Proper validation of hair style on creation of elvish characters (Maarc)
	Added new JS event: onCharDoubleClick( pUser, targChar) - allows overriding doubleclicking of characters
	Added new JS event: onSkillGump( socket ) - allows overriding the client's request to open the default skillgump
	Added new JS event: onCombatStart( currChar, targChar ) - allows overriding combat completely
	Added new JS event: onCombatEnd( currChar, targChar ) - allows overriding what happens when combat ends
	JS Event space in cScript expanded from 64 to 96 (Maarc)
	Moved checkkey(), processkey() and cl_getch() from uox3.cpp into CConsole methods (Maarc)
	Added a key/command handler console exposure to the JS environment (involves a secondary runtime because of threading!) (Maarc)
	Note: Creating/editing world objects through this environment is not thread safe, and may cause errors
	Modified Console.PrintDone() and Console.PrintFailed() to take an optional boolean parameter as to whether it is printed instantly, or queued up (Maarc)
	Added functions Console.BeginShutdown() and Console.Reload( intVal ) (Maarc)
		BeginShutdown() takes no parameters
		Reload() takes a single parameter, with the values of
			0	Reload INI
			1	Reload Accounts
			2	Reload Regions
			3	Reload Spawn Regions
			4	Reload Spells
			5	Reload Commands
			6	Reload Definition Files
			7	Reload JS
			8	Reload HTML
	Couple of prettying up with the loading code and what it displays (Maarc)
	Fixed an error with validation of skin and hair colours with human races (my mistake!) (Maarc)
	Fixed a dyed underwear issue with newly created players (Xuri)
	Fixed a bug with clumsy JS (visibility not resetting properly) (Maarc)
	Added JS implementation for heal and feeblemind (Maarc)
	Added JS implementation for magic arrow, but it relies on MagicDamage(), which is not completely implementable (missing Karma, Fame and CPDisplayDamage) (Maarc)
	Added a ValidateObject() function to the JS engine, that behaves the same as it does in the C++ code (Maarc)
	Updated 'set command to support setting of health (via health or hp) (Maarc)
	NOTE: Tweak seems to be broken (the buttons don't fire anything), and I have no idea why (Maarc)
	NOTE: Heal is currently a vampiric heal (some health is subtracted from the caster to heal the target).  This is *not* a new behaviour. (Maarc)
	NOTE: Tweaked up magic arrow damage (a GM mage was doing less than 4 damage every time).   (Maarc)
	Old magic arrow formula			
		baseDamage	= 2 + Random( 0, 1 )
		mageryMult	= (Magery / 2000) + 1 (maximum multiplier, 1.5)
		Damage Dealt	= baseDamage * mageryMult - EvalIntCheck
	New magic arrow formula (JS Only!)
		baseDamage	= 2 + Random( 0, 5 )
		mageryMult	= (Magery / 2000) + 1
		DamageDealt	= baseDamage * mageryMult - EvalIntCheck
	The EvalInt check has changed, as well (with the JS code, not the C++ code.  All non-JS spells still adhere to this old standard). (Maarc)
	Previously, a successful check would always draw off a fixed amount of damage ( 10% of your skill level ) (Maarc)
	Adjusted the JS socket property for characters, so that it returns an explicit NULL object if there is no socket attached (Maarc)
	NOTE: Researching into JSExtendedClass instead of JSClass, so that we can implement equality testing (like, attacker != caster sorts of things) (Maarc)
	Hungercheck for players should now be working again (Grimson)
	OnHungerChange JS event will now execute both for hunger level increase as well as decrease, and will also work as global script (Grimson)	
	Some fixes for the onHungerChange code to ensure UOX3 doesn't crash when no global script is defined (Grimson)
	Added isAnimal and isHuman as JS character properties. (Maarc)
	Minor code change in tempeffects(). (giwo)
	Updated the version number to reflect recent changes by Maarc and Xuri. (giwo)
	Fixed an issue causing JS Skills not to function if a character had a script assigned to him. (giwo)
	Fixed some minor issues with LineOfSight(). (giwo)
	Began to break LineOfSight() into smaller manageable functions. (giwo)
	Renamed SeekMap0() to SeekMap() to better represent it's ability to seek any map file. (giwo)
	More fixes for const correctness. (giwo)

JScript Changes/Fixes:
	Added feedback message for the dupe-command (Xuri)
	Added feedback on whether or not an item/npc was successfully created (through add.js) (Xuri)
	Added commands: reloadalljs, reloadregions, reloadspawnregions, reloadspells, reloadcommands, reloadhtml, reloadall (Xuri)
	Added commands to repeatedcmds.js: rtele - for repeated teleports, and raddnpc - for repeated npc adds (Xuri)
	Fixed out-of-date radditem command. (Xuri)
	Cleaned up misc-cmd.js and repeatingcmds.js (Xuri)
	Made use of isHuman and isAnimal in animallore.js, begging.js, healing.js and taming.js (Xuri)
	Made sure elven bodies (and ghosts) can be healed with bandages (Xuri)
	Fixed a minor bug in healing.js (giwo)
	Made us of the JS Method CanSee() for LoS checks in JS magic functions. (giwo)

DFN Changes/Fixes:
	Duplicate itemmenu 5022 in npcmenu.bulk.dfn containing champion-NPCs changed to 5023 (longshot)
	Changed DEF values of all NPCs to an average of 10 (some a little weaker, some a little stronger) (Xuri)
	Boneaxeman-stats lowered to that of a skeleton, has been moved to weakundeadlist (Xuri)
	Mummy has been moved to strongundeadlist (Xuri)
	Removed gazer and wisp from strongundeadlist (Xuri)
	Moved common tags in malevendors.dfn and femalevendors.dfn to new NPC; basevendor (Xuri)
	Moved common tags in malehuman.dfn and femalehuman.dfn to new NPC; basehuman (Xuri)
	Fixed several teleport locations (Xuri)
	Fixed missing = in locations.dfn (Fish)
	Included an example script that takes the old 1->9 keys and implements them through the new JS routines (Maarc)
	Included an example script that takes the old shutdown keys and implements them through the JS routines (Maarc)

-==============================-
-= 22/10/2005 - UOX3 0.98-3.1 =-
-==============================-
Source Changes/Fixes: (giwo)
	Modified MapRegions to allow handling of a variable number of words.
	Added maps.dfn to allow customizing UOX3's map handling.
	Added MAPCOUNT to the uox.ini to specify the number of maps UOX3 uses.
	Several major internal changes to the packet handling classes.
	Fixed several integral problems with the account system causing data corruption.
	Fixed some issues causing client crashes in the 5.0.x clients.
	Fixed an issue causing a crash when attempting to add an invalid script item.
	Fixed an issue causing wierdness for players who log in as a Ghost.
	Fixed an issue causing a character to continue firing a ranged weapon when out of ammunition.
	Fixed a possible issue causing monsters to constantly attack animals.
	Modified character flagging so anything that is not a Human or Animal will never show up as blue.
	Modified the "isHuman" check to consider a GM body as human.
	Fixed an issue causing character privledges not to save properly.
	Modified CSocket pagebuffer, titlebuffer, and authorbuffer to be const correct.
	Greatly reduced the size of resource.bin (please ensure you delete your old /shared/resource.bin file).
	Made some minor modifications to reduce the worldfile size:
	(Note UOX3 is backwards compatible with previous worldfiles and will make these changes automatically)
		BEARDCOLOUR and BEARDSTYLE is now BEARD=STYLE,COLOUR and is stored in hex.
		HAIRCOLOUR and HAIRSTYLE is now HAIR=STYLE,COLOUR and is stored in hex.
		ORIGINALBODYID and ORIGINALSKINID is now ORIGINALID=BODY,SKIN and is stored in hex.
		SPLIT and SPLITCHANCE is now SPLIT=SPLIT,SPLITCHANCE.
		QUESTORIGINALREGION and QUESTDESTINATIONREGION is now QUESTREGIONS=ORIGINAL,DESTINATION.
		NPCWANDER and XNPCWANDER is now NPCWANDER=NPCWANDER,XNPCWANDER.
		SPATTACK and SpecialAttackDelay is now SPATTACK=SPATTACK,DELAY.
		PACKITEM, ROBESERIAL, TOWNVOTE, PRIVILEGES, and GUILDFEALTY are all stored in hex.
	Fixed an issue causing RESOURCELOGSRESPAWNTIMER to always use default setting.
	Moved cSkills::resources into CMapWorlds() allowing it support for multiple worlds.
	Fixed an issue with SetTempVar() when setting in parts.
	Made skillnames scriptable via skills.dfn
	Fixed a crash caused by increasing the total number of skills then loading a previous world.
	Added support for BUSHIDO and NINJITSU skills (note these are not implemented yet).
	Enabled support for NECROMANCY, FOCUS, and CHIVALRY (note these are not implemented yet).
	Removed some superfluous code in uoxstruct.h
	Added First/Next/Finished wrappers for iterating through lists of Script files.
	Optimizations to the weather.dfn loading code
	Optimizations to the skills.dfn loading code.
	Optimizations to the spells.dfn loading code.
	Modified loading of creatures.dfn to load entries beyond 2048.
	Added 5 tags to creatures.dfn in place of BASESOUND and SOUNDFLAGS
		SOUND_IDLE 		- The sound the creature makes while standing around
		SOUND_STARTATTACK 	- The sound the creature makes when it enters combat
		SOUND_ATTACK 		- The sound the creature makes when attacking
		SOUND_DEFEND 		- The sound the creature makes when defending
		SOUND_DIE 		- THe sound the creature makes upon death
	Moved Sword use functionality out to JS (for carving kindling, corpses, etc )
	Moved Axe use functionality out to JS (for chopping trees, carving corpses, etc )
	Added JS item property "carveSection" and method Carve().
	Added JS Functions ResourceArea(), ResourceTime(), ResourceAmount() and ResourceRegion()
		The first 3 can be used to Get/Set system settings, using the options "LOGS" or "ORE"
		ResourceRegion() returns a resource object allowing JS to modify resource data.
	Exposed the resource data to the JS engine for modification, props are:
		logAmount
		logTime
		oreAmount
		oreTime
	Fixed a minor issue with resource regions.
	Removed cSkills::BowCraft() as it was unused.
	Moved largeBuffer and largePackBuffer from local declares into CSocket.
	Updated sword.js and axe.js to work properly with 5.0.x clients.
	Added support for MapDiffs/StaticDiffs 
	Added mapdiff entries to maps.dfn to allow customizing filenames. 
	Added CPEnableMapDiffs to advise the clients of MapDiffs. 
	Updated go.js to support passing a world number
	Greatly reduced the memory taken by NPC's and Players.
	Fixed an issue causing ORE_LISTs not to load in properly.
	Fixed a possible crash bug in clearTrades().
	Moved some more variables from Base Characters to Players.
	Organized an documented many functions in CChar.
	Changed itemLayers array to a std::map.
	Removed an unneeded variable from characters.
	Changed JS prop murtertime to tempTime (note tempTime is currently used for spawn items and murder times).
	Made struct GumpInfo a private member of GumpDisplay.
	Changed CItem::layer to make use of the ItemLayers enum.
	Removed global const MAXLAYERS.
	Merged CTownRegion goodsell[], goodbuy[], goodrnd1[], and goodrnd2[] into a struct with a map.
	Removed RUNNING and STEP from the worldfile, as they were unnecesarry.
	Minor cleanups and fixes.
	Moved kills, fame, and karma from CBaseObject to CChar to save wasted memory on items.
	Fixed several warnings when compiling under gcc.
	Fixed a possible issue when duplicating a character.
	Removed several unrefrenced parameters.
	Removed several unused ENUM values.
	Fixed an issue in the CChar constructor causing linux builds to not compile.
	Removed CHANCECOLOURORE and MINCOLOURSKILL from regions.dfn
	Modified cSkills::Mining() to REQUIRE ore entries for proper ore creation.
	Modified CHANCEBIGORE in regions.dfn to give a chance to get more than 1 ore at a time.
	Added a message to advise a player when his skill level is too low to mine coloured ore.
	Improved the MapResource handling code.
	Improved the MapRegion handling code, reducing waste.
	Fixed a possible issue causing invalid data in the refreshQueue and deletionQueue.
	Altered AreaCharFunc code in cScript to also support Items (Maarc)
	Added "AreaItemFunction" as an equivalent to AreaCharacterFunction - perhaps break this
	 into something a little more specific?  eg Items / Multis? (Maarc)
	Added JS StaticAt function - takes 4 parameters - x, y, world, [tileID] (tileID is optional - if
	 not specified, ANY static at that location will match) (Maarc)
	Added JS StaticInRange function - takes 5 parameters - x, y, world, radius, tileID (Maarc)
	Fixed superfluous empty spaces after reputation titles and race names in paperdolls. (Xuri)
	Removed [murderer] appearing behind the character names hovering over the head of characters. (Xuri)
	Check to see if animals have NPCAI 2 before guarding them in town when COMBATANIMALSGUARDED=1 in uox.ini (Xuri)
	Fixed an error in a debug message that would stop UOX3 from compiling if DEBUG_WALKING was enabled. (Xuri)
	Fixed; UOX3 didn't retrieve the correct FY2 value for spawned NPCs using wandermode 3 (shopkeepers, for instance). (Xuri)
	Added JS InitWanderArea function - allows wanderareas to be dynamically reset through JS. (Xuri)
	Added support for new mounts: giant fire beetle, hiryu, chimera, cu sidhe, mondain's steed (Xuri)

JScript Changes/Fixes: (Xuri)
	Added InitWanderArea to ADD NPC command so the FX1, FY1, FX2, FY2 and FZ1 values from DFNs are used for
	 manually spawned NPCs.
	New files added: item/sword.js, item/axe.js (giwo), sheepshearing.js (Xuri)
	Sheepshearing functionality merged from scissors.js and sword.js to server/resource/sheepshearing.js

DFN Changes/Fixes: (Xuri)
	Added customizable list of ores to skills.dfn
	Added champion NPCs in champions.dfn (VERY experimental stats, no special abilities yet) and in add-menu.
	Added new NPCs: ophidian zealot, ophidian justicar, whipping vine, quagmire, bog thing, bogling, silver wolf,
				shadow wisp, evil mage, evil mage lord, giant black widow, energy vortex,
				shadow fiend
	Added new mounts: giant fire beetle, hiryu, chimera, cu sidhe, mondain's steed
	Added items/misc/equippable-mounts.dfn which contains items used to make mounted NPCs possible
	Modified many body-ids for various creatures to make them appear properly in 3D client.
	NEUTRAL flags added to all monsters and aggressive animals; they will now highlight grey after spawning.
	Updated creatures.dfn with all valid body-ids in the UO client, added data for new sound-tags.
	Human NPCs will now have proper skincolors - updated colorlist 16 in colors.dfn.
	Changed a spawnobj in spawners.dfn from invalid "giantscorpion"  to valid "scorpion".
	Changed banker-spawner (spawners.dfn) to only spawn 2 bankers instead of 100!
	Fixed erroneous item-ids in digginglist.dfn.
	Corrected the layer values of various dresses, robes and shrouds.
	Bulletin Board-ids added to harditems.dfn (giwo)
	New file added; maps/maps.dfn (giwo)

-==============================-
-= 14/08/2005 - UOX3 0.98-3.0g 	=-
-==============================-
Source Changes/Fixes: (giwo)
	Added automatic removal of messageboard files when the board item is removed.
	Added in the MessageBoardMaintenance routine to automatically clean out deleted posts.
	Incorporated Grimsons fixes to call guards when a player attacks an NPC.
	Incorporated Grimsons changes to allow NPC's to become criminal and murderers.
	Fixed some possible issues in speech.cpp, hopefully correcting the elusive Speech crash bug.
	Fixed an issue causing creatures and a few other scripts not to be properly updated when reloading DFN's.
	Added a very simple Dispose() feature to CServerDefinitions, allowing for automatic cleanup of unused DFN's.
	Fixed an issue causing doors to never close if a player or ghost was standing in them.
	Fixed some possibile issues with item visibility.
	Added the ability to specify an amount with ADDITEM in create.dfn (example ADDITEM=0x1E43,15).

JScript Changes/Fixes: (Xuri)
	Added two more cloth-ids as valid tailoring resources in tailoring.js, though this in reality has no effect yet
	since the actual crafting code only accepts one id as valid resource (as specified in crafting DFNs).

DFN Changes/Fixes: (Xuri)
	Added the Samurai Empire weapons to the add-menu
	Added many AoS and SE-weapons to the blacksmithing-menu
	Added composite bow, repeating crossbow and yumi to the bowcraft-menu
	Selecting a shaft in the skills/resources/fletching add-menu will now produce an arrow shaft instead of a feather
	Crafting 5, 20 and 50 arrow shafts, crossbow bolts and arrows should now work.

-==============================-
-= 07/08/2005 - UOX3 0.98-3.0f 	=-
-==============================-
Source Changes/Fixes: (giwo)
	Fixed an issue causing improper reporting on the state of a stream in UString. (punt)
	Fixed an issue causing messageboards not to display on an empty world.
	Fixed an issue causing UOX3 to lock up when posting a reply with the 3D client.
	Modified the post removal function to delete any replies to the post.
	Modified CChar::PostType to stop it from being saved (this should be on a per-session basis).

-==============================-
-= 05/08/2005 - UOX3 0.98-3.0e 	=-
-==============================-
Source Changes/Fixes: (giwo)
	Several character/item properties and one item-method added to JS (check JS Docs, 0.42) (Maarc)
	Finished the rewrite to the messageboard system. Currently it should be fully functional with
		the exception of a maintenance routine to clean up the files which will be added later.
	Incorporated Grimson's Automatic-IP Updating feature.
	Added a few fixes for NPC's staying in combat after the death of their opponent. (Grimson)
	Incorporated lingo's rewrite to the CMapstuff code, this seems to have fixed the
		bug causing players to fall through the floor of their house.
	Fixed an issue causing dyed items to appear undyed when dropped on the ground.
	Fixed a possible issue with BoatSpeech.
	Fixed an issue causing quest regions not to function properly.
	Fixed some issues causing items and characters to leave "ghosts" behind.

JScript Changes/Fixes: (giwo)
	teleport.scp has received a facelift, no functional changes.
	jse_typeassociations.scp now includes 234=5008, to enable using kindling by it's type.
	Logs are no longer an invalid carpentry resource.
	Removed debug-code & redundant lines from combatanims.js.
	Counselors can no longer use the areacommand, only GMs with commandlevel 2 or above.
	Minor fixes to pitchers.js to avoid potential crashes with the spidermonkey dll.
	Minor fixes to repeatingcmds.js to avoid potential crashes with the spidermonkey dll.

DFN Changes/Fixes: 
	Fixed some errenous item-ids in bowcraft.dfn which caused an error while fletching (Xuri)
	Added new npclists to npclists.dfn; poorfolk, richfolk, alltownfolk, articlist (Grimson)
	Added two new NPCs; m_townthief and f_townthief. Thief NPCs with no AI.  (Grimson)
	Removed duplicate smith hammers from dfndata/items/skills/tools/blacksmithy.dfn (giwo)
	Players are now protected by "the town guards" instead of "The Town guards" ;) (Sydius)

-==============================-
-= 16/07/2005 - UOX3 0.98-3.0d 	=-
-==============================-
Source Changes/Fixes: (giwo)
	Continued work on a complete rewrite of the Messageboard system
	Removed some unnecessary debug code from Walking functions.

-==============================-
-= 15/07/2005 - UOX3 0.98-3.0c 	=-
-==============================-
Source Changes/Fixes:
	Moved Poisoning skill out to JS.
	Fixed an issue causing "eternal" gold from a vendor.
	Included a fix for Trade Windows locking the client (ShadowBranch).
	Minor cleanups in trade.cpp
	Included a possible fix for an issue causing NPC's not to exit combat properly.
	Fixed an issue causing items with an amount to be created as 1 item in some situations.
	Began rewriting messageboards, meanwhile fixing a few issues causing them not to function.
	
JScript Changes/Fixes:
	Added 'XSAY command for remote speech.
	Fixed 'SET SPAWNSECTION in set.js

DFN Changes/Fixes:
	Added correct crafting sounds. (dfndata\create\*.dfn)
	Reagents now use get=base_reagent instead of get=base_item. Fixes various issues with reagents.
	Added new shoplist; TavernKeepShopping (ShadowBranch)
	Added two new vendors: m_tavernkeeper and f_tavernkeeper (ShadowBranch)

-==============================-
-= 17/06/2005 - UOX3 0.98-3.0b =-
-==============================-
Source Changes/Fixes:
	Added new NPCAI (5) for NPC fighters. Same as guard-ai (attacks monsters/criminals), only without the extra guard-functions.(Xuri)
	Added support for multiple TriggerWords in a string of speech. (giwo)
	Fixed JS event inRange() so it will function as expected. (giwo)
	Fixed a minor issue that caused the wrong code to be executed when updating nearby objects. (giwo/ShadowBranch)

JScript Changes/Fixes:
	Edited fletching.js to include support for fletching tools.
	Updated jse_objectassociations.scp with ID's for fletching tools.

DFN Changes/Fixes: (Xuri)
	Changed NPCAI of male and female fighters from 4 (guard ai) to 5 (new fighter ai). Also gave them boots.
	Beefed up the guards a bit, and gave them a powerful newbiefied halberd ([guardhalberd] in staves_polearms.dfn).
	Fixed ID of leather cap in uox3/dfndat/create/tailoring.dfn
	Made fletcher tools movable.

-==============================-
-= 16/06/2005 - UOX3 0.98-3.0a =-
-==============================-
Source Changes/Fixes: (giwo)
	Fixed server crash when clicking on server status button in help menu. (Xuri)
	Fixed an issue causing characters to ghost after being teleported off screen.
	Fixed an issue causing mounts and other various items to add weight to characters.
	Fixed an issue causing display distortion on the Server Status gump.
	Fixed an issue causing JS onCollide event not to function for characters.
	Fixed an issue causing corpses not to decay.
	Fixed an issue causing spells not to function when a global JS script (0) was in place.
	Minor code cleanups.

JScript Changes/Fixes: (Xuri)
	Changed kindling script to allow igniting kindling on the ground.
	Added missing triggers for kindling to jse_objectassociations.scp
	Fixed skill\cooking\dough.js, now possible to make bread-dough from sacks of flour and pitchers of water.

DFN Changes/Fixes: (Xuri)
	Removed NPCAI 2 from NPC thieves, allowing them to spawn in towns without getting guard-whacked.

-==============================-
-= 12/06/2005 - UOX3 0.98-3.0 =-
-==============================-
Source Changes/Fixes: 
	Fix in void CSpawnRegion::doRegionSpawn() to spawn the correct number of NPCs as per defined in spawn.dfn (Grimson)
	Adjusted NPCSpeed from 1.0 to 0.7 to increase their speed (Xuri)
	Fixed a bug causing items not to be able to be picked up (giwo)
	Changed the hardcoded default starting location from 1000, 1000, 0 to 1495, 1629, 10 - which is
	 the Sweet Dreams Inn in Britain. (ShadowBranch)
	Changed font-type and colour displayed for item-based TextMessages. (Xuri)
	Fixed an issue causing objects not to be properly removed from their spawnregion on deletion. (giwo)

JScript Changes/Fixes: (Xuri)
	Added DECAY and NODECAY commands (misc-cmd.js)
	Added NPCACTION command, changed ACTION to target self (effects.js)
	Added Training Dummy-script (5005=item/trainingdummy.js)
	Added Pickpocket Dip(dummy)-script (5006=item/pickpocketdip.js)
	Added Archery Butte-script, complete with scoring system (5007=item/archerybutte.js)
	Added generic script for determining weapon-type (2500=server/data/weapontypes.js)
	Added generic script for determining combat-anim (2501=server/data/combatanims.js)
	Updated jse_fileassociations.scp, jse_objectassociations.scp and jse_typeassociations.scp

DFN Changes/Fixes:
	(gargoyles.dfn) Added some missing starting brackets { for many of the npc sections
	(reptiles.dfn) Corrected spelling of [icenake] to [icesnake] (Grimson)
	(npclists.dfn)
		Updated barnlist & farmlist (Grimson)
		Changed "giantscorpion" to "scorpion". (Grimson)
		New sections: insects, fails, poorfolk, richfolk, alltownfolk, destard1, covetous2, wrong2, hyth1, hyth2,
		hyth3, hyth4, shame1, shame2, shame3, shame5 (Grimson)
	(malehumans.dfn) Fixed so the NPCs will actually move around (Grimson)

Documentation Changes:
	Added installation.html, client-config.html, server-settings.html, as well as an updated commandlist.html.

-===============================-
-= 21/05/2005 - UOX3 0.98-2.8h =-
-===============================-
Source Fixes: (giwo)
	Fixed an issue breaking teleport locations in Debug mode.
	Fixed an exploit allowing one to equip items from great distances.
	Caused houses to boot non-owners who log out inside.
	Fixed several issues with create menus.
	Modified BODYCOLOUR in commands.dfn to not change the color if it is set to 0.
	Added STRIPHAIR and STRIPITEMS in place of STRIPOFF in the commands.dfn.
	Caused SetName() to call Dirty() in order to update an object.

JScript Fixes: (giwo)
	Fixed a minor issue with SET commands.
	Added SET command MOREXYZ.

DFN Fixes: (Xuri)
	(itemmenu.bulk.dfn) Cleaned up the item-menu slightly in some places. (Skills -> resources / tools )
	(itemmenu.bulk.dfn) Removed item sections 0x1022 -> 0x1025 from ADD-menu (skills -> resources -> fletching) as they
	 are not in reality fletching resources. 
	(itemmenu.bulk.dfn) Moved the All-Spell-scroll to the top of the Scrolls-menu.
	(commands.dfn) Changed BODYCOLOUR value of [PLAYER] section to 0x83ea, to give chars a human skin colour when
	 made player.
	(commands.dfn) Changed the BODYCOLOUR value of new GMs (under [GM] section) to 0x8021, i.e. red, instead of 
	 default grey.
	(commands.dfn) Added STRIPITEMS and STRIPHAIR to [GM] section
	(axes.dfn) Added type=216 to all axes, so lumberjacking will work again.
	(fletching.dfn) Added item sections 0x1BD4-5, 0x1BD4-20, 0x1BD4-50 as fletching resource-items to fix creation of multiple 
	 arrow shafts at once.
	(bowcraft.dfn) Fixed creation of 5, 20 and 50 arrow shafts + crossbow bolts.
	(harditems.dfn) Added Kindling (0x0de1) to make it pileable upon creation. Also gave weight, decay & value tags.
	(newbie.dfn) Changed newbie ingot ID to 0x1bf2, which is the one used in smithing/tinkering.

-=======================-
-= 16/04/2005 - UOX3 0.98-2.8g =-
-=======================-
Source Fixes: (giwo)
	Fixed an issue causing envoke (object and type associations) not to function after a JS Reload.
	Fixed an issue causing accounts to erroneously report that it is already in use.
	Fixed a possible issue caused by dropping a pilable item directly onto another pilable item.
	Fixed an issue allowing a ghost to snoop the pack of a pack animal.
	Fixed an issue causing Ghosts to "collide" with other players.
	Fixed an issue causing smelted ingots to not be stackable.
	Changed JS event onCreate() to onCreateTile() and onCreateDFN()
		Note that onCreateDFN() will be the default, only items added directly
		from the tile will use onCreateTile(). These scripts can be either scriptID 0
		or specified in harditems.dfn.

JScript Fixes: (giwo)
	Fixed an issue causing exploding potions to not function properly.

DFN Fixes: (Xuri)
	Instead of 21 location-dfn files, we now have only one; location.dfn.
	Added ingots and gold to harditems.dfn to safeguard against stacking issues.


-=======================-
-= 15/04/2005 - UOX3 0.98-2.8f =-
-=======================-
Source Fixes: (giwo)
	Fixed an issue causing banks to add to the characters total weight.
	Fixed an issue causing SpawnRegions to not spawn anything under certain conditions.
	Fixed an issue causing '0' to be an invalid JS ScriptID.
	Fixed an issue causing item prop "owner" to not function properly.
	Fixed some possible issues with member variables not being initialized.
	Updated titles.dfn to read in much the same way the rest of the scripts do (tag=data).

JScript Fixes: (Xuri)
	(set.js) SET OWNER command no longer requires additional arguments. (Target owner, target object to be owned.)
	(set.js) Fixed a spelling error which caused SET NPCWANDER # to have no effect.
	(healing.js) Added 0x0192 and 0x0193 (ghosts) as valid targets for healing with bandages.
	(travel.js) Added a new command, 'TRAVEL, as a shortcut to itemmenu 6000 - which is the GM Travel-menu.
	(jse_fileassociations.scp) Added 400=commands/custom/travel.js
	(jse_objectassociations.scp) Added 0xf6b=509 to make the second unlit torch work.
	(server/light/*.js) Fixed sound-effects for lighting various lightsources.

DFN Fixes: (Xuri)
	(titles.dfn) Now follows the tag=data pattern that the other dfns uses.