

v0.99.5a
The original Ultima Online server emulator (Est. 1997)
UOX3 News
UOX3 v0.99.5a Released!
This update to 0.99.5 is on the smaller side, but contains some important fixes and performance improvements, in addition to several gameplay and JS engine improvements!
Additional Performance Improvements
- NPC Pathfinding performance improvements (up to 60% more efficient)
- Optimized system for activating NPCs in map regions around online players; instead of all 9 map regions surrounding a player being active, now only 3 to 6 will be active, based on the player's position within these regions - leading to fewer overall NPC pathfinding request
- UOX3 now adapts the time between each time it checks Spawn Regions based on how "full" the Spawn Regions are on average - the nearer they are to max capacity, the longer time between each time Spawn Regions are checked
- Reloading spawn regions will now "unload" already spawned NPCs and items as part of the reload process
- Fixed an issue where information on newly spawned characters would get sent twice to each nearby player
- Adjusted default values for some INI speed/timers settings for improved server performance
JS Engine Updates
- Extended the amount of JS events supported by UOX3's JS engine from 96 to 192
- Added new JS Events:
- onHelpGump() - override default gump menu when pressing Help button in paperdoll
- onWarModeToggle() - return false to prevent war mode toggling
- onAICombatTarget() - return true to select current target, or false to skip and look for another
- Updated JS Events and Methods:
- onDamage() - can now return false to override and prevent damage dealt to a character. Must return true to allow damage
- onSwing() - also works for characters with no weapons equipped
- .KillTimers() - now also works for Characters (previously Items only)
Gameplay Improvements
- NPCs can now engage other NPCs in combat if setup as racial enemies. Ophidians vs Terathans have been setup as an example of this.
- Fixed an issue with initialization of wander areas for NPCs spawned via object spawners, which caused NPCs to not stick to their assigned areas, but wander according to their own free will. Can't have that!
- Fixed some issues with itemlists pointing to non-existing items (a turnip and 10 of each magical reagent)
- Updated Provocation skill to disallow directing provoked creatures at targets with the custom tag provImmune present
- Added script that allows Tinkerers to craft golem followers via Clockwork Assembly items
- Misc fixes to DFN entries for Bascinet, Helmet, Sai weapon, Wands
- Reduced the default amount of town folk, poor folk and rich folk NPCs spawning in Britain
- Misc fixes to JS scripts (NPC speech, moongates)
- Players can no longer gain Anatomy skill from targeting themselves
Misc Other Stuff
- Added reusable scripts that renders characters immune to either physical or magical damage
- Added pre-defined book: A Welcome, by Blackthorn
- Added definitions (and scripted special abilities) for additional NPCs:
- Orc Brute - throws orc lords at nearby targets
- Orc Chopper - basic attacks deal AoE damage
- Betrayer - Colossal blow, AoE poison
- Golem - Colossal blow
- Golem Controller
- Crafted Golem - Tinker-crafted version of golem
- Exodus Overseer - magical shield that makes NPC immune to physical damage
- Exodus Minion Lord - magical shield that makes NPC immune to physical damage
- Exodus Minion - magical shield (like above), periodic AoE burst
- Skill titles no longer show in paperdolls of characters turned into Counselors and GMs
- Default titles of Counselors, GMs and Admins can now be customized via commands.dfn
- Fixed a client crash on first login caused by issues with the admin welcome gump
- Minor console cleanup
Grab your copy of UOX3 0.99.5a for your preferred platform - Windows, Linux or macOS - while it's still hot!
UOX3 v0.99.5 Released!
This update has been a year in the making, and contains many new features, some serious performance improvements under the hood and bugfixes galore. Check out the highlights below, or dive deep into the full changelog for all the juicy details!
Massive Performance Improvements
- Substantial reduction in server startup time for large worlds due to updated handling of multi initialization
- Worldfiles now load ~73% faster than before on startup!
- Previously: ~206 seconds to load 1 million items. Now: ~56 seconds. Tested on Windows, results may vary.
- Worldfiles now save ~11% to ~99% faster than before!
- Actual time depends on amount of changes since previous world save. If no changes have taken place, world saves will be instant. Note that first save after startup is a full save.
- Performance improvements for seeking in map, statics and multis
- Several improvements to NPC pathfinding to address functionality and performance
- Regional spawning system improved and optimized, with much higher success-rate for finding valid spawn locations on both land and water (also self-improves over repeated spawn cycles)
Improved Server Stability
- Several server crashes fixed, including some deep-rooted, hard-to-debug issues with JS timers, temp effects, object handling in regions, etc.
- Hardened server against worldfile corruption by adding some measures to prevent UOX3 from being shut down/closed in the middle of a world save
Object Refresh/Update Improvements
- Fixed long-standing (20+ years old) issues with objects not updating/refreshing properly, where those objects would vanish from view and appear to have "gone missing"
- Fixed issues with objects moving between different worlds/instances not updating properly
JS Scripting Engine Improvements
- JS engine is now more robust, after a ton of fixes, improvements and additions
- Support added for attaching multiple scripts to individual objects, which makes it much easier to do modular (and third party/custom) scripts
- Lots of new JS events, functions and object properties have been added to increase the flexibility of the JS engine
- Many existing JS events updated to support return values from script
- Revamped JS Docs with updated syntax, examples, search function
- TriggerEvent JS function updated to support returning a value (int, string, bool, array) or object from the called upon script
- Exposed crafting system to JS engine to give scripters access to entries in create DFN files and associated properties
- Added support for specifying custom target cursors as neutral, harmful or helpful
- Temporary custom tags can now be set on objects via JS; these tags are not saved along with other object properties, and only last until server is restarted (for NPCs/items) or until a player logs out (for Player characters)
- Revamped, searchable JS Documentation with up-to-date details and examples for each Event, Function, Method and Property in UOX3
Modernization and Cleanup of Code Base
- Many parts of the source code modernized to make use of c++11/17 features, especially with regards to string handling, conversion between strings and numbers, usage of standard filesystem, null pointer handling and more
- Cleanup of several areas of code to reduce complexity, fix logic errors and improve readability
- Addressed numerous compiler warnings on all supported platforms
- Fixes to long-standing issue with UOX3 console not resetting terminal properly after shutdown on Linux
Easier Shard Setup Process
- The setup process for new UOX3 shard has been simplified; the serverlist in ini file has been done away with, and UOX3 now automatically accepts and responds to connections on both local and LAN IPs, with a new optional setting to specify a shard's external IP
- A new welcome gump now displays for fresh shard admins, allowing them to choose between starting with a blank slate or to load world templates and/or enable spawn regions for specific (or all) facets, for a smoother first-time-user-experience


World Templates
- A new command ('decorate) allows saving/loading of world templates, text files that contain the bare minimum amount of details needed to decorate an entire game world, facet or specific area of a facet.
- These world templates can be saved and loaded on the fly without impacting existing data on a shard.
- A default set of such world templates with decorations (doors, signs, basic decorations) for Felucca, Trammel and Ilshenar - with associated dungeons - are bundled with UOX3
- An additional feature of this command is the ability to save, load and unload event-specific decorations - for instance for Christmas, Halloween or shard-specific events - based on a new item property (.event) that can be used to associate items with such events
Doubling down on Dictionaries
- UOX3 has doubled down on its custom dictionary system, and every system message in the game has now been converted from raw strings to dictionary entries which can be displayed in different languages
- A new ini setting has been added allowing shard admins to specify a default language for their server, which will determine the language of dictionary messages sent to connected clients, instead of the default option, which is to use the client's specified language
- Due to improvements for UTF8 character handling in the dictionary system, UOX3 now comes bundled with language support and dictionary files for the following languages: English (default), Czech, French, German, Italian, Polish, Portuguese and Spanish
Customizable Network Budgets
- Shard admins can now assign a "network budget" to connected clients via UOX.INI, specifying the max amount of traffic each client is allowed to send/request from the server, with temporary account bans for players who exceed these limits repeatedly in the same session.
Revamp of Boats
- Greatly improved handling of boats, with all known bugs fixed and some previously missing features implemented (like collision with other boats and dynamic items). Note that the boat implementation is based on the ~Publish 15 era of UO
- All classic boat commands implemented (including aliases, as it's based on triggerwords from client)
Fish as Server-Tracked Resource
- Fish has been setup as an additional server-tracked resource, in addition to the existing ore and logs, with new ini settings to allow specifying the amount of fish resources per resource-region, and how often this resource "respawns"
Revamp of Fishing Skill
- Fishing skill has been moved out of code and into JS, and updated to support all functionality present in ~Publish 15 (LBR/pre-AoS era), including things like shallow vs deep water fishing, magic fish, big fish, sea serpents, special fishing nets, messages in a bottle/SOS and shipwreck treasures - with valid shipwreck locations being definable in a new, special regions.dfn section
Revamp of Taming skill and Pets
- Animal Taming skill updated to match functionality and ruleset of ~Publish 15 era of UO, with some additional options that go beyond that era
- Pet ownership now works as players expect it to, with fully functional pet commands, ownership restrictions, controlslots, friend-lists, secure pet trading, pet loyalty and "orneriness" and a ton of bugfixes
- Taming restrictions have been put in place for certain creatures like Unicorns, Ki-Rins and Cu Sidhe
Revamp of Cooking Skill
- Cooking skill has received an overhaul to ensure players can cook all food-items available in ~Publish 15 era of UO
- Flour mills are now animated, and take a few seconds to grind wheat into flour
Revamp of Crafting Skills
- Crafting menus have been revamped and "modernized" via JS for skills like Alchemy, Blacksmithing, Carpentry, Cooking, Fletching, Tailoring and Tinkering - with new features such as resource-requirements, crafting chances, and more
- Create DFNs updated with additional craftable items, including house-addons
- Crafting tools now come with limited amount of uses per tool (optional feature, enabled by default)
Other Improvements to Skills
- Skill delay can now be specified per skill, which overrides the global skill delay from uox.ini, and the delay for all skills have been updated to match ~Publish 15 (LBR/pre-AoS) era of UO
- Enhancements/fixes to several skills, with implementation now being closer to pre-AoS era: Animal Lore, Animal Taming, Cooking, Healing, Tailoring, Tracking
- Item Identification skill has been ported from code to JS, and received some updates
- Remove Trap skill has been implemented in JS, and allows players with appropriate skills to remove traps from containers, depending on skill vs difficulty of trap
- Herding skill has been implemented in JS, and allows players with a Shepherd's Crook and appropriate skills to herd non-tamed animals
- Players can now heal various humanoid monsters with bandages using the Healing skill
- UOX3 has a system that allows a player's stats to affect the chance of success when performing a skill check. This system is no longer in effect by default, but has turned into an uox.ini setting for those who wish to use it
Enhanced Context Menu Support
- Support for context menus has been greatly improved, with ~publish 15-era (pre-AoS) context menu functionality fully implemented for players, NPC bankers, pets, hirelings, stablemasters, escort NPCs, NPC trainers
- New ini setting added for enabling/disabling context menus

Improvements to Magic Systems
- Delay between casting a spell and damage/effects being applied can now be specified per spell in spells.dfn, replacing a similar global setting from uox.ini, and all relevant spells have been updated with appropriate delay timings based on ~Publish 15 (LBR/pre-AoS) era of UO
- Recovery time from casting a spell until being able to cast another can now be defined per spell in spells.dfn
- New ini setting toggles whether player spellcasting gets interrupted upon equipping/picking up items. Defaults to enabled
- Overhauled rules for spellcasting, so reagent checks and skill-checks take place at appropriate times
- Overhauled casting times, SFX and VFX for all spells
- Fixes for several spells (Magic Trap/Untrap, Magic Lock/Unlock, Telekinesis, Summon Creature, Dispel, Mass Dispel, Reveal, Earthquake, Field spells)
- NPC spellcasters now make more informed decisions on what type of spells to cast in combat, based on the situation
Updated Combat Mechanics
- Various combat mechanics (parrying, damage calculations) have been updated to be in line with ~Publish 15 (LBR/pre-AoS) era of UO
- A new optional combat system has been added allowing shard admins to define armor classes and have specific weapons be more effective against some armor classes than others
- Damage tracker that keeps track of damage being dealt to a given creature/player now also tracks the type of damage being applied, and this information has been exposed to the JS engine. Damage() method and onDamage() event have also been updated to provided an optional parameter to specify the type of damage being done.
- Special JS-based AI behaviour (like fire breath, damage auras, spell reflection, basic pack behaviour) have been added to numerous monsters
- Based on research from UO patch notes, an accuracy bonus has been implemented for the Archery skill, which can be defined (or disabled) via a new ini setting
- Archers now have to stop and stand still for a minimum amount of time before they can fire their ranged weapon. This delay has been added as a new ini setting
Pre-AoS Magic Items
- A new JS script has been created which can generate magic items (weapons, armor, wands/staffs, rings) of the pre-AoS variety as loot for NPCs with the script attached, or created on demand with GM commands
- The quality of the magic items generated depend on the fame of the NPC, with higher fame resulting in improved chances of magic loot, as well as higher quality of said loot
- The type of magic properties that can be generated for a given magic item match up with those that could be found in the pre-AoS era of UO. Examples:
- supremely accurate katana of vanquishing
- substantial silver spear
- durable ringmail tunic of guarding
- Magic items can also receive spell enchantments, which come with a limited number of charges that activate on successful hits in combat for weapons, on equip for armors and on use for jewlery/wands/staffs. Examples:
- surpassingly accurate dagger of power and Wounding
- substantial axe of force and daemon's breath
- platemail arms of protection
- wand of identification
- ring of teleportation
- A new ini setting allows controlling whether item stats for unidentified magic items are hidden (default) or always shown
Upgraded Add/Item-menus
- The GM add-menu has received some updates to increase usability and flexibility while adding items. GMs can now choose from various settings such as adding items at a location instead of in backpack, automatically reopen the last menu that was open, enabling "repeat add" to add same item over and over, and adjust the default decay/movable state of items added, overriding whatever values they might have in the DFNs


House-Addon Extravaganza
- Improvements have been made to how house-addons are added, to prevent scenarios like multi-item addons extending beyond the allowed space in a multi
- Additional house-addons have been implemented and are available from the GM add-menu, or crafted by players:
- Loom (south)
- Small Forge
- Large Forge (north/south/east/west)
- Anvil (south/east)
- Spinning Wheel (north/south/east/west
- Small Bed variant 1 (south/east)
- Small Bed variant 2 (south/east)
- Large Bed variant 1 (south/east)
- Large Bed variant 2 (south/east)
- Training Dummy (south/east)
- Pickpocket Dip (south/east)
- Abattoir
- Flour Mill (south/east)
- Sandstone Oven (south/east)
- Brick Oven (south/east)
Misc Updates to DFNs
- All NPCs (including townsfolk, shopkeepers, monsters and animals) in UOX3 have had their stats, skills, loot and other settings updated to match the state of these according to the official LBR guide (~Publish 15/pre-AoS) in combination with data from the stratics network from around the same time
- New itemlists and lootlists have been added, and existing ones have been updated with more variety and more randomness
- Item and NPC DFN sections can now inherit a random parent, if more than one parent is defined when using the GET tag
- Named aliases have been added for all definitions of weapons, armors and clothes, to allow adding items with GM commands using the names of these items
- Definitions for weapons and armors added from AoS to ToL UO expansion added, with stats balanced for Pub15
- Races can now be setup with functional combat damage modifications based on weapon skills, so different races can have bonuses/penalties with different weapon types
- Races can now be setup with equipment restrictions, either as whitelists or blacklists, that can allow/prevent certain races from equipping certain gear
Spawn Containers and Dungeon Chests
- Spawn containers can now spawn more than one item per container - in fact, by default they now spawn every item in a specified itemlist in a given container
- Default spawn files provided with UOX3 spawns locked and trapped chests and containers in dungeons on a regular basis. The contents of these chests varies (4 levels), as does the skill required to unlock and/or remove the traps associated with the chests.
Various Hard-Coded Functionality Ported to Scripts
- Tweak command has been ported to JS, and has been overhauled with a new UI, improved usability, support for additional properties for Characters, Accounts, Skills, Items, Multis and Regions
- The ability to split in combat now exists as a stand-alone JS script that can be attached to any NPC, and is thus no longer the exclusive domain of slimes
- Implementation of sextants moved from code to JS, and updated to return proper longitude and latitude coordinates
- Various skills ported to JS: Fishing, Item ID
Many Additional Improvements
- Hireling AI! A variety of NPCs can now be hired with gold and commanded like pets via commands or context menu options
- Thirst system added to complement the existing hunger system
- Blood splatter effects now spawn in combat!
- Improvements to spawn containers and traps on containers in general
- Accounts now have a firstLogin timestamp property that is set the first time a player logs in to their account. This property is accessible via JS.
- Player characters now have a createdOn timestamp property that is set when a character is created. This property is accessible via JS.
- Added interior decorator tool for houses, hairstyle deeds
- Tents can be demolished and converted back to deeds by chopping the tent chest with an axe
- Dictionary files can now be reloaded with a new command ('reloaddictionaries)
- Fixes for Line-of-Sight code to address issues with LoS checks between different floors of buildings, through terrain, etc
- Improvements to skill training from NPCs (now triggerword based)
- Improvements to interactions with banker NPCs (now triggerword based)
- Fully functional Runebook script has now been integrated into UOX3
- Several human NPCs added to DFNs, npclists and spawners for more variety in the type of NPCs that spawn in towns when using something like the community-based spawn files
- Fixes for feature negotiation system to ensure the options work as intended, and to avoid players being disconnected without delay before assistant tool had a chance to respond to negotiation request
- Items are now layered in containers by the order in which they are added, with latest added items shown on top of older items
- Support added for responding to server polls from UO shard portals
- Custom tag support added for multis, which can be set with in-game commands or via DFNs
- Support added for New Character Animation packet, for improved character animations in client v7.0.x and beyond
- Better client compatibility with both regular UO client and open-source clients
- Improvements to teleport.scp, both with regards to content and organization; entries no longer required to be sorted in file!
- All known issues with in-game bulletin boards resolved, and players can now view, post and reply to messages properly. Bulletin board maintenance has been re-enabled to clear out deleted player messages and/or NPC escort quest entries.
- Quick-access to any object property using 'get [propertyName] command
- Playable chess and checkers-boards (with enforced rules and turn-handling!)
- Numerous fixes to healthbar updates and character flagging
- Improved object tooltip support, with UOX3 responding to new client requests for object information, support for custom object tooltips via JS, and more
- Exposed additional Region/Townregion properties to JS
- Exposed account system and account properties to JS engine, allowing server admins to view and/or modify account properties of players from in-game
- Improved accounts system to support time-limited or permanent account bans
- Improved handling of NPC AIs in combat; NPCs will now look for new targets nearby if they are unable to reach their current target
- Support for "sub-regions" that can be used to override which music is playing in a given area (useful for locations like taverns)
- Pets will now teleport along with the player when moongates, recall spells, object-based or hard-defined teleporters are used.
Grab your copy of UOX3 0.99.5 for your preferred platform - Windows, Linux or macOS - while it's still hot!
Links
Xuri's UOX3 Guide offers step-by-step guidance to setting up, running and administering an UOX3 shard. It contains a myriad of tips, tricks and advice for shard admins and GMs, as well as lists of various data such as IDs, light-settings, etc. Recommended read for both novices and veterans.
Ultima Online - Latest Official Client
You can find the latest client on the official UO page.
Ultima Online - Mondain's Legacy client
Grab a copy of Ultima Online: Mondain's Legacy from CNET
Ultima Online Clients at Archive.org
Discover images/installers for other UO client versions at archive.org
ClassicUO is an open source UO client that improves on the regular UO client in almost every conceivable way; resizable gameplay window, zoom control, smooth movement and high FPS, world map, and much much more. Highly recommended. Note that it still relies on the data files of the original UO client.
Razor CE (Community Edition) is the open-source continuation of the previously abandoned Razor project, and is an "assistant" program (similar to UOAssist of old) for player-run Ultima Online shards. Aside from a whole host of quality of life improvements to the client, it also includes the ability to bypass encryption in the regular UO client, and used to be a requirement to be able to connect to UO shards before the introduction of open source UO clients that partially removed this need.
Razor Enhanced is an alternate variant of Razor that comes with an advanced scripting engine and many other improvements and tweaks.
The spiritual heir and replacement to InsideUO, UOFiddler is based on Ultima SDK, and is a tool to view and alter almost every 2D client file. Coded in C# with .net 4.0
GumpStudio is a tool originally written by Bradley Uffner which lets you easily create good-looking custom gumps through a graphical user-interface, and then export those to scripts of various formats (RunUO, POL, Sphere, Wolfpack, etc) based on the available plugins.
NOTE: To be able to export your custom gumps to UOX3's JavaScript format, download the UOX3 GumpStudio Plugin (outdated, might not work properly with latest GumpStudio version) and unzip it to your GumpStudio\Plugins folder. Then enable the plug-in through the Plug-Ins Manager and export your gumps to UOX3's format using the 'Misc' menu.
Quoted from the site: "WorldMaker is a suite of tools that allow a user to create and edit totally custom maps and structures, all from the perspective of how it will appear in the game. The tools are designed to interact with each other, offering the user a seamless experience. less time is spent on fighting the limitations of the tool, and more on the pressing job of designing."
Archive of useful tools for UO, including CentrED (a client/server-based map-editor whose homepage no longer exists)
Shard Portal is a UO Toplist where shard admins can advertise for their UO shards and attract new players to their shards.
UOGateway is a UO Toplist where shard admins can advertise for their UO shards and attract new players to their shards. The name of the toplist and the domain used are a nod back to the UOG client of old that was a combined shard list and client patcher/launcher, but has no other relation to said software than that.
Another nice (German) website focusing on providing custom artwork for UO shards. Amongst other things, it has some very nice animated item artwork (including a moving water-mill).
German website with free custom artwork for UO shards. New cloaks, new hairstyles, new wall styles, new armor types - and more!
Yet another German website with free custom artwork for UO shards. New chests, pillars, equipment, armor, decorative items - and more!
Ultima Online Graphics by Rubra
A site with free (mainly) paperdoll/gump graphics for new equipment, freely usable by any UO shard.
An incredible resource for those looking to designing and decorating houses in UO.
Ryandor.com is the homepage of Ryandor, a true artist when it comes to map-making for UO. His forums are crawling with map-makers from all corners of the world, and if you have a question about map-editing that you cannot get an answer for on these forums - there is no answer ;)
(Legacy link, out of date) The OpenUO project at Sourceforge is an opensource community for the development of Ultima Online emulators, primarily focusing on UOX3.
(Legacy link, out of date) The UOX3 project at Sourceforge.net contains both recent UOX3 releases as well as an archive of older UOX3 versions, and has been a home for the UOX3 code since 2002.
Lonewolf is an UO server-emulator with roots from UOX3 of old, through Wolfpack v12.6.
Heptazane's Stump is the new home of the guy formerly known as Alazane, creator of InsideUO, UO Screensaver, UO Hue Editor and Character Viewer. All useful utilities, but InsideUO in particular was a godsend to every GM on free shards when it appeared. Might not work properly with most recent client versions.
About UOX3 - Frequently Asked Questions
UOX3 stands for Ultima Offline eXperiment 3, and can basically be described as an Ultima Online server-emulator.
It allows anyone and everyone to run their own private Ultima Online shard (either offline or online) which they may then connect to using either the official UO Client or a custom one.

One of UOX3's goals is to emulate the functionality of official Ultima Online servers and allow anyone to run a UO server of their own.
At the same time, we aim to enable shard creators to tweak all aspects of their shard, and to create new functionality altogether - whether through UOX3's scripting engine or through UOX3's open-source code.
Each UO server emulator have their own pros and cons; some are easier to setup out of the box, some are better at emulating current day UO, some are better at giving shard admins the tools to create their own unique shards. Some of UOX3's strengths:
- Quick to get up and running with only a few easy to follow steps - see the UOX3 Quick Start Guide
- High-quality documentation that improves with every update
- Open Source (C/C++)
- 64-bit cross-platform support across Windows, Linux and macOS
- Easy-to-learn JavaScript-based Scripting Engine
- DFN Files - easily editable textfiles that act as blueprints for items, NPCs, regions, skills and more
- Dynamic reloading of scripts and DFNs at any time in seconds for faster iteration
- Custom object tags that can persist across server restarts
- UO client support from 4.x to the latest 7.0.x series
- Custom language dictionary system that supports English, Czech, French, German, Italian, Polish, Portuguese and Spanish
- Extensive Log System - UOX3 comes with an extensive log system that tracks server errors, warnings, network packets sent and received for each client, commands used, spells cast, combat events, player speech and more.
For a more complete feature list that includes customization options and gameplay features, check out the Feature Highlights in the UOX3 Docs.
Nothing! UOX3 is free to download and/or modify, and anyone who wants to can run their own UOX3 shard.
Some shards accept donations to help keep the lights on and server costs under control, but there's always a risk that the involvement of real-world money might bring very real lawyers into play, and what the individual shard owner does after downloading UOX3 is not under our control.
Yes. UOX3 is Open-Source. Anyone can download, modify & re-distribute it at will, as long as they follow the terms of the GNU General Public License AND the specific addition for UOX3 saying:
"In addition to that license, if you are running this program or modified versions of it on a public system you HAVE TO make the complete source of the version used by you available or provide people with a location to download it."
Technically, yes. According to the UOX3-specific portion of the GPL license we use, if you're operating a UOX3 shard on a public system, you are obligated to make the source (and scripts required to run your version of it) available for the public to download. If you run a private shard that is not available to the public, this does not apply.
The reason for UOX3's amendment to GPL license is to encourage shard owners to share their specific enhancements, fixes and innovations with the wider UOX3 community, so we can all grow together. Of course, this being an open-source project ran by volunteers, we cannot force anyone to abide by the license. In the end, it comes down to each shard owner's own morals and ethics.
UOX was the first ever UO server emulator, and was created by Jaegermeister (Denny Zuko). However, it was short-lived, and Cironian aka Marcus Rating rewrote it from scratch and released it as UOX2.
Later on he rewrote UOX2 completely and released UOX3 - which he eventually also open-sourced. That is essentially still the same version we're using now, though quite a lot has changed, and a lot of people have contributed to the project in the decades that have passed since then!
If you need any help with UOX3, you have several options:
- You can peruse the UOX3 Documentation and help files (also available in your local UOX3/docs folder).
- You can post your problem on the UOX3 forums, or look up the solutions to similar problems experienced by other users.
- You can come visit us in our Discord server and talk with users and developers of UOX3 directly.
- You can check out Xuri's UOX3 Guide, which contains information on how to use many of the features available in UOX3.
UOX3 History and News Archive
The original background story for the UOX3 project - tells the story about why you wake up in a new world with a clean slate when installing and/or playing on an UOX3 shard for the first time! A MUST read :)
The History of UOX3 section of the UOX3 documentation contains a breakdown of virtually all UOX3 versions that have been released since the first public release of UOX3.
An unofficial list of people who have contributed to UOX3 codewise over the years. If you have done any coding for UOX3 that has ever been in the "official" UOX3 releases and your name is not on this list, let me know!
A general timeline of all known (to me) UO Emulators/Servers, including who started each one, and when. (Text-only version here)
Contains all source-changes made from version 0.37 to 0.70.02
Updates from 0.70.03 to 0.70.03.24b
Contains all source-changes made from v0.70.03 to v0.70.03.24b, which was the last released version of UOX3 before the JavaScript-Engine was implemented.
Updates from 0.95.00 to 0.97.00
Contains all source-changes made from v0.95.00 to v0.97.00
Updates from Feb 2003 until present day
Contains all source-changes made from February 2003 to present day. UOX3 version number uncertain, but estimated version at start of this file is around 0.97.06.1j.
Archived news from July 2005 to May 2006
Archived news from February 2005 to July 2005
Archived news from September 2003 to January 2005
Archived news from May to August 2003
Archived news from January to April 2003
Archived news from September to December 2002
UOX3 Quick Start Guide
First, download and install the UO client, as well as either ClassicUO (open source client) or Razor (assistant tool with encryption removal), or both if you want to use them together (setup instructions here):
Note: While ClassicUO is available for Linux and macOS platforms, the UO client's data files are still needed. Try installing UO using Wine, or bring over the files from an existing install on Windows.
Next, if you haven't already done so, go ahead and download UOX3:
Adjust UOX.INI Settings
Extract the downloaded UOX3 package, then open UOX.INI and modify the following settings:
- SERVERNAME - Name of your shard
- EXTERNALIP - Your shard's Internet IP (if any)
- CLIENTSUPPORT# - Client ranges allowed on your shard. Keep as specific as possible.
- DATADIRECTORY - Path to UO Client folder, or UO data files
Setup Admin Account
Next, open UOX3/accounts/accounts.adm and change the default NAME (username) and PASS (password) of account 0 to something other than admin/admin, and save the file.

Start your shard by double-clicking UOX3.exe (Windows) or running terminal command ./uox3 (Linux/macOS).
UO + ClassicUO
Start ClassicUO, add a new profile with your shard's IP, path to UO client, etc. Save and hit "BACK", then select newly added profile and start UO!

UO + Razor
Right-click on Razor.exe, choose Properties > Compatibility tab > Run this program in compatibility mode for Windows XP (Service Pack 3). Apply and close file properties, then start Razor.exe. Load the default profile, then enter your shard's details (name, IP, port), the path to your UO folder. Hit "Launch UO" to start UO!

Logging in to your shard
Finally, with the client open, enter the username and password you set in accounts.adm, login and create your first character!
Additional resources to look at to get you going with your shard administration:
- First Five Minutes - Short guided tour of UOX3 found in the UOX3 Documentation (Recommended)
- UOX3 Command List - List of commands usable by Admins/GMs
- Feature Documentation - Section of UOX3 Docs that provide details about the various features supported by UOX3
- Community Forums - Browse thousands of posts by other users for inspiration, extensions and support
- Discord - Connect with other UOX3 users (and devs) in the UOX3 Discord server
General UO Emulator Timeline
(Go here for a text-only version of the timeline)
Here follows a quick timeline of UO emulators, based on facts, fiction and wild guesses, numbered from first to last. I've included any dates I've been able to dig up, as well as the current (when I checked) homepages that exist for the various emus. Feel free to point out any flaws by contacting me at xuri@uox3.org.
(1)UOX -> (2)UOX2 -> (4)UOX3 -> | |->(10)UOXGold | |->(11)AUOX -> (12)AUOXCON | |->(14)Wolfpack | | | |-> (15)Sunshine/Sushix | | | |-> (17)NOX-Wizard | | | | |-> (26)Revelation | | | | | |-> (37)equinox | | | | | |-> (32)Hypnos | | | |-> (18)Lonewolf | | | | | |-> (21)UO-Inside Out | | | | |-> (22)Method | | | | |-> (41)Werewolf | | | |-> (19)Shard Emulator | |->(13)UOX-pi | |->(14)LoC | |->(20)UOX Classic | | | |-> (30)UOX:NG | |->(25)Middle-Earth Custom UOX | |->(29)UOX3 "Unofficial" | |->(44)uoOS (3)Fuse | |-> CFuse | |-> Thayland's Fuse | |-> FuseX (5)UOR (6)NWO/UOAWEUnnamed (7)Grayworld -> TUS -> SphereServer |-> 56d (Main branch) | |-> Sphereserver X | |-> 1.0 (Dead end) (8)UOOS |-> (Swords, never finished?) (9)POL (10)Trespasser -> Hellfire -> Hybrid (16)Epsilon (23)Atum (24)Tupi (27)RunUO | |->(37) RunUO-RE (later renamed RuOSI) | |->(39) SunUO | | | |-> (??) GeNova Project | |->(44) ForkUO (later renamed ServUO) | |->(47) JustUOa> | |->(48) XRunUO | |->(50) ModernUO | |->(51) ServUOX (28)SteamEngine (31)MyUO (33)Psychotropic (34)AUOE (35)Athena (36)Canera-Project (40)Ultima Online: Shattered Legacy Server (42)UO:98 (43)JUOServer (46)JPhex Server (49)UltimaPHP
1997
1.) Jaegermeister (Denny Zuko) creates the first version of UOX (Ultima Offline eXperiment) for the pre-alpha UO client. According to Wintermute on the Exult forums, Jaegermeister originally got the decryption key for the client from some friends at OSI and worked from there. The project was then abandoned in light of the upcoming beta/release version of the client.
2.) Marcus Rating / Cironian creates UOX2, rewriting UOX from scratch
3.) Fallo (Erik McClenney?) creates FUSE, a server expandable by user-made DLL-addons, such as CFuse, Thayland's DLL, and FuseX (by Craz).
4.) Cironian redoes UOX2, and the first public UOX3 version (0.37) is released Oct 22. 1997.
5.) UOR - Ultima Online Revisited, by Marc A. Pelletier / Coren. A newsgroup message from Feb 27, 1998 (archived on Google Groups) indicated the author had at that point been working on UOR for three months, i.e. started at the tail-end of 1997. UOR ran on UNIX, but was written with portability in mind. Like UOX3, the intention was to allow connections to UOR with official UO accounts.
1998/99
6.) A bunch of other UO servers that never really took off generally come to a halt when Cironian releases source for UOX3, including; New World Order, UOAWE - started Feb 9, 1998, by Gabriel, and An unnamed UO Server by Erwin S. Andreasen.
7.) Menace creates Grayworld early in 1998. It eventually evolves into TUS (The Ultimate Server), which again evolves into Sphere (aka SphereServer) around April 2000). A fork (SphereServer X) has been maintained alongside the main branch since 2016. For a more in-depth look at the history of Sphere, check out History of Sphere by Soulless!
8.) Sheppard creates UOOS - the first object oriented UO emu, or something.
9.) Eric N. Swanson, aka Syzygy, creates POL in the summer of 1998.
10.) What was later to become Hybrid was started sometime in 1998, around the time when the source for FUSE was released, and back then it went under the name Trespasser. Later it changed name to Hellfire, before being renamed as Hybrid.
11.) Armageddon makes his own version of UOX3, named AUOX, causing the first "branching" of any UO emu to occur :P
Some other people start working on another branch of UOX3, which they call "UOXGold".
12.) SpaceDog continues Armageddon's AUOX through "AUOXCon"(tinued)
2000
13.) Lord Binary does his own version of UOX3, called UOX-pi - later to be merged into Wolfpack.
14.) Ripper's customized UOX3 code grows into Wolfpack, while Chaos's customizations become Legions of Chaos
15.) Sunshine, a derivate work of an early Wolfpack version, is started by M. Strobl sometime in 2000. In 2003, version 3 of Sunshine is reforked from Wolfpack, because of memory restraints/unreadable codebase in the original fork. The successor of Sunshine, Sushix, is never officially released.
2001
16.) Epsilon is started by Kair in May 2001
17.) NOX-Wizard is created by xan using Wolfpack as base (25. June 2001)
18.) Wolfpack development splits in three (see below) as some WP devs pack up and start Lonewolf on November 9th, 2001.
19.) Shard Emulator, a Wolfpack v12.6 based emu, is started at the same time as Lonewolf.
20.) As the main UOX3 codebase drops the trigger-system and goes to a javascripting engine, spearheaded by Matthew Randall (EviLDeD) and Daniel Stratton (Abaddon), Sargo decides to continue the trigger-based UOX3-source under the fitting UOX Classic-name, on Nov. 17, 2001.
2002
21.) UO-Inside Out, a Lonewolf derivate started by Skyfire?, releases it's first version in early January.
22.) Method, a project derived from Lonewolf, is started by Melchir in early February 2002.
23.) Atum, a russian developed UO Emu, has it's first release in February 2002. It's closed source, and has no released packages.
24.) Version 0.1 of Tupi, a server written in Java, is released on the 4th of February 2002 by speka/dalzhim.
25.) Middle-Earth Custom UOX, a fork of UOX3 by Sargo, sees its first release on February 11th, 2002.
26.) Revelation, based on NOX-Wizard, enters the scene, on Aug 21st, 2002.
27.) Krrios reveals RunUO in early september 2002 - the first UO emu written in C#. Official development ended in August 2014, after nearly 12 years.
28.) Shadowlord starts working on SteamEngine, an open-source UO emu mimicing Sphereserver's functionality, on Sept. 29th, 2002.
2003
29.) punt starts up UOX3 "Unofficial" on the first day of 2003, intending to rewrite the "JS"UOX3-version.
30.) UOX:NG - derivate work of UOX-Classic, started with big-endian 64 bit machines in mind, by Generic Player
31.) MyUO is created by Fabrizio Montesi, in October 2003.
32) Hypnos: UO Server Emulator, a fork of NOX-Wizard by Diego Elio Pettenò (Flameeyes), has its first CVS commit on 28th of December, 2003. Goals: To combine the power of UOX and the ease-of-use of Sphere, with a dynamically loaded, python-based scripting engine.
33.) Psychotropic - A successor project to Hybrid, is started in December 2003 by Ian McNealy
2004
34.) The initial revision of the source for AUOE (Advanced Ultima Online Emulator) is submitted to SourceForge on the 2nd of March, 2004, by f0xfire
35.) Athena - started March 10, 2004 by Kair
36.) Canera-Project - closed source project started 03-15-2004 by Sargo
37.) equinox - spin-off from NoxWizard makes it appearance on SourceForge on the 19th of September 2004
38.) Initial version of RunUO-RE (Russian Edition) is released to the public on New Year's Eve in 2004 by Wyatt, as a fork based off of 3rd party decompiled sources for the then closed-source RunUO, though it was later migrated over to the open-source version of RunUO. Eventually, from version 1.5.0 (with UO:SA support), it was renamed to RUOSI. Supports enhanced client and all expansions.
2005
39.) Max Kellermann forks SunUO from RunUO on February 5th, 2005. It runs on Mono 1.1 (Linux, FreeBSD) out of the box.
40.) First release of Ultima Online: Shattered Legacy Server occurs on May 30th, 2005, by Maximilian Scherr (Max), though it had been under development on/off since summer 2002, and included a rewrite from scratch in 2003. It's intended for the Alpha version of the Ultima Online client.
41.) Zagyg starts Werewolf - based on Lonewolf - on December 7th, 2005.
2008
??.) GeNova Project receives first commit on Google Code on January 8th, 2008, by souzaemarcal. It's a Brazilian SunUO/RunUO fork with focus on UO:KR support, Mysql databases and more. Last commit on November 12th, 2008.
2011
42.) UO:98 is released on December 7th 2011, by Batlin. It is a port of the UO Demo server into a fully functional multiplayer UO server.
2012
43.) JUOServer makes its appearance on SourceForge on January 22nd 201, as a Java-based Ultima Online server.
44.) uoOS (uo Old School?), puts up the first public version of its source-code, which is a branch off of UOX3 0.9x
45.) ForkUO (Originally called WalkUO?) is forked from RunUO at Google Code on September 5th 2012 and then later moved to Assembla. On March 19th 2013 the project was renamed to ServUO
2013
46.) JPhex Server - a combined server and client emulator for Ultima Online: Shattered Legacy (UO Pre-Alpha version) - was created and committed to Google Code on Oct 13th, 2013, by Folke Will. Can now also be found on GitHub.
2014
47.) JustUO, a fork of RunUO by Dian, is uploaded to github on October 17th, 2014
2015
48.) XRunUO - Forked from RunUO by Pedro Pardal (ppardalj/Semerkhet) in late 2005 and originally developed for the UO Legends shard with expressed intention of having full support for Stygian Abyss expansion. Source released to the public on July 22nd, 2015.
49.) UltimaPHP - an open-source UO Server written in PHP 7 - has its first code committed to github on Aug 8th, 2015, by João Escribano
2017
50.) ModernUO -a fork of RunUO by Kamron makes it debut in 2017. The goal of the fork was performance, the elimination of classical "world saves" and support for millions of objects and thousands of players.
2020
51.) ServUOX - a fork of RunUO by Frazurbluu and Malroth, receives its first commit on GitHub on March 26th, 2020
Servers not placed in timeline as of yet(any info about these will be appreciated!):
?.) LCUOSE, based on UOX3, lives a short life and decays quickly.
?.) LOP makes a short entrance, but doesn't stay for long.
?.) UO:Genius
?.) UO Free
?.) Orb
?.) Ethereal Void was a project to create a server for the pre-alpha version of UO. Information about how successful this was is lacking.
?.) RUOSI - a Russian-based fork from RunUO.
?.) UWE - Ultima Worlds Emulator, scripting module in python, active around March-April 2001? Jeff Gass/Cyborstinger?
?.) BK-UOX/Quetzal16 - Offshot from UOX3, customized for the Italian shard Britannia Kingdom. Eventually evolved into Quetzal16, then replaced with Quetzal32 (non-UOX based). https://web.archive.org/web/20060510120052/http://quetzal.igz.it/main_it.html
UOX3 - 22.Oct 1997 - by Cironian (Markus Rating)
Grayworld - Early 98 - by Menace
UOAWE - Monday Feb 9, 1998 - by Gabriel
POL - Summer 1998 - by Syzygy
Hybrid - 1998 - by McNealy, Sean Rose and Cycline3
UOX-pi - 8th Jan 2000 - by LB
Epsilon - May 2001 - by Kair
NoX-Wizard - 25.June 2001 - by xan
Revelation - August 21st 2001 - by ???
Lonewolf - 9th November 2001 - by LB & ???
Shard Emulator - 9th November 2001 - by frazurbluu
UOX-Classic - Nov. 17, 2001 - by Sargo
Method - February 10th 2002 - by Malchir
Atum - February 2002 - by Ramsess
Tupi - February 4th 2002 - by Guilherme Lanius (speka)/Gabriel Abut-Lussier(dalzhim)
RunUO - September 2002 - by Krrios
SteamEngine - 29. September 2002 - by Shadowlord
UOX3 "Unofficial" - 1st January 2003 - by punt
UOX:NG - September 2003 - by Generic Player
MyUO - October 2003 - by Luxor (Fabrizio Montesi)
Hypnos: UO Server Emulator - December 28th 2003 - by Diego Elio Pettenò
Psychotropic - December 2003 - Ian McNealy
AUOE - March 2nd 2004 - f0xfire
Athena - March 10th 2004 - by Kair
Canera-Project - March 15th 2004 - by Sargo
equinox - September 19th 2004 - by prisonernumber7
RunUO-RE/RUOSI - December 31st 2004 - by Wyatt
SunUO - February 5th 2005 - by Max Kellermann
Ultima Online: Shattered Legacy Server - May 30th 2005 - by Maximilian Scherr (Max)
Werewolf - December 7th 2005 - by Zagyg
UO:98 - December 7th 2011 - by Batlin
JUOServer - January 22 2012 - by daneel_olivaw
uoOS - July 11th 2012 - by Xantier
ForkUO - September 5th 2012 - by AugmentedInsanity. Renamed to ServUO on March 19th, 2013
JPhex Server - October 13th 2013 - by Folke Will
JustUO - October 17th 2014 - by Dian
XRunUO - July 22nd 2015 - Pedro Pardal
UltimaPHP - Aug 8th 2015 - by João Escribano
ModernUO - 2017 - by Kamron
ServUOX - March 26th 2020 - by Frazurbluu and Malroth
UOX3 Downloads
Clone UOX3's GitHub repository to get the source, or download it from this mirror in zipped form.
NB! Remember to check out the UOX3 Docs, which can be found online or locally in your UOX3's docs folder!
The The JScript Vault is a section of the UOX3 Community Forums dedicated to sharing JS scripts with other UOX3 users. Here you can find many interesting and useful scripts, any of which you can download and use for your own UOX3 shard.
The The DFN Vault is a section of the UOX3 Community Forums dedicated to sharing DFN files (blueprints/templates for items/NPCs/other content) with other UOX3 users. Here you can find many interesting and useful DFN files, any of which you can download and use for your own UOX3 shard.
Xuri's WorldBuilder
v0.23 - July 20th, 2008
Xuri's WorldBuilder is a combined GM-Tool and worldbuilding utility for both UOX3 and UOXClassic, with limited functionality for Lonewolf.
SectionSyntaxChecker
Created by Charles Kerr on 7/6/21
A command line tool that can scan section-based files such as DFN and INI files in UOX3, and check for syntax errors such as misplaced/missing brackets and braces. Check included readme.txt for details on available command line parameters and examples.
Freeze
Created by Charles Kerr on 9/22/20
A command line tool that can freeze items (and multis) with TYPE=255 from UOX3's 0.99.x .wsc worldfiles into staidx#/statics#.mul files based on the worldnumber of the items in question. At the same time, it will remove affected items from the wsc files. Updated files are saved with .frozen file extension, and original files are not modified.
Other Downloads
Mapsize
Created by Charles Kerr on 9/20/20
A command line tool that can adjust the size of any map#.mul and staidx#.mul files to a user-specified new size - smaller or larger. Resized files are saved with .resized file extension, and original files are not modified.
RadMap WorldForge (Mirror)
(RadStar Edition of WorldForge)
RadStar's Edition of WF builds on the below versions and includes support for maps 0 through 5, an UNDO function(!), new fast-move overview map, 64-bit support, performance improvements and many other quality of life changes.
WorldForge
(v6.4r4 - Aeon Edition/grimson Edition)
Same as above, except grimson has added support for map-sizes of 7168x4096, and has also included some small fixes to the overview map.
WorldForge
(v6.4r4 - Aeon Edition/Pol Build)
WorldForge is a tool originally written by Ridcully(Jan Luëbbe), and it's main purpose is to help you edit the three UO Client files MAP0.MUL, STATICS0.MUL and STAIDX0.MUL. Through a map-editor and some other useful tools you can change every aspect of how the UO client's mapfiles appear ingame.
After Ridcully put the WF source on the shelf, he open-sourced it resulting in a number of improvements through additional releases from various people (6.0 Xuri/Kasreyn, 6.1-6.2 Infymus, 6.3-6.4 Welf, 6.4r4 Shinigami/Birdy), and even some other custom versions. The mapeditor now features extras like... zooming, different "brush"-sizes (+ ability to set up your own brushes; there are for instance some helpful brushes for cave entrances!), tons of random draw modes(+ ability to set up own random draw modes), can use ALL texture ids(including swamps!) copy parts of one map-file from/to locations within the same map-file or to a different map-file, overview-map for speedily moving about, selecting texture id from map by right-clicking, random-altitude option, altitude-color-map, generate OSI-Diff-files, and more! (View update-log)
(Replaced by in-game world template system and default world templates that ship with UOX3!)
Default UOX3 Worldfiles v0.16 (11/03/2012)
Currently contains basic decorations, doors and signs for all mainland Britannia towns, plus Nujel'm, Moonglow, Serpents Hold, Magincia, Ocllo, Jhelom, Papua, Delucia and Buccaneers Den. To use, download and unzip to the UOX3/SHARED/ folder, overwriting any existing files there.
Note that this will also overwrite any existing worldfiles you may have, including characters and any items placed in your world either manually or by a spawner.
Linux/MacOS users: When downloading this zip file, be sure to run the files within the zip through a quick "dos2unix *" to convert line breaks in the files to the proper format for your platform, or UOX3 might not be able to load the worldfiles properly on startup. This only applies when downloading the zip file, if you got these through cloning the UOX3 repo on GitHub this should be handled automatically.
Note that you can also find this in the UOX3 Resources GitHub repository!
(Now bundled with UOX3, but disabled by default, with ini settings controlling whether to spawn objects from spawn regions or nott!)
Community-made Spawn.dfn v2.0 (10/07/2005)
This community-made spawn.dfn file was originally created by Grimson, and was then based on Ripper's World for Lonewolf. Since then it has received several updates from both Grimson and other people, and now offers a world filled with all kinds of NPCs (monsters, animals, shopkeepers, townfolk) as well as reagent spawns.
Linux/MacOS users: When downloading this zip file, be sure to run the files within the zip through a quick "dos2unix *" to convert line breaks in the files to the proper format for your platform, or UOX3 might not be able to load the spawn-files properly on startup. This only applies when downloading the zip file, if you got these through cloning the UOX3 repo on GitHub this should be handled automatically.
Note that you can also find this in the UOX3 Resources GitHub repository!
(Works with UOX3 0.99.x, but might be unstable - use at own risk!)
PkgInstaller
v0.02 - March 12th, 2006
PkgInstaller is a utility created to make it easier to share and/or install custom script packages (JS, DFN or both).
- Takes a zip file and installs the JS/DFN details appropriately
- Will display a readme.txt if it is included in the JS file
- Ability to peruse the contents of the package before installing it
NOTE: PkgInstaller requires .NET Framework 2.0 to work.
(Works with UOX3 0.99.x, but might be unstable - use at own risk!)
UOX3 Account Manager
v0.4 - May 6th, 2007
Account Manager is a utility built specifically for UOX3 to help shard admins easily add, remove, and manipulate Accounts entries from Accounts.adm.
NOTE: UOX3 Account Manager requires .NET Framework 2.0 to work.
(Works with UOX3 0.99.x, but might be unstable - use at own risk!)
UOX3 Character Viewer
v0.7 - Aug 1st, 2006
UOX3 Character Viewer is a .NET utility that lets you load UOX3 worldfiles, view all Characters in those worldfiles, and then export said characters (and their belongings) to an external file, which can later be imported back into a different set of worldfiles (for instance). Features include:
- Load UOX3 Worldfiles, Displaying any Characters (and the items they contain).
- Save UOX3 worldfiles as a single file, which UOX3 will load.
- Export Selected character, with optional items, to an export file.
- Import character files checking for valid Serial numbers to a loaded worldfile.
NOTE: UOX3 Character Viewer requires .NET Framework 2.0 to work.
(Not compatible with UOX3 0.99 and above)
UOX3 INI Editor
v0.3 - May 4th, 2007
INI Editor is a utility built specifically for UOX3 to help shard admins do the following:
- Load UOX3-generated UOX.ini files
- Easily modify all the various ini file settings
- Save modified ini files in a format readable by UOX3
NOTE: UOX3 INI Editor requires .NET Framework 2.0 to work.
(Not compatible with UOX3 0.99.3 and above)
This is a Windows-GUI Wrapper for UOX3 originally created by knoxos. It lets you minimize UOX3 to the sys-tray, and gives Win9x users a scrollbar in the console (Win2k/XP has this by default). It also contains a "watchdog"-feature, which can check at specified intervals to see if the UOX3 server is still running properly, and will automatically restart the UOX3 server if not. By default it looks for "uox3.exe", so if you're using UOX-Classic or a version with a different filename, either rename the EXE-file or change the default filename in the cluox-sourcecode yourself.
Updates in versions 1.3 & 1.4 were done by ShadowBranch.
This is a (probably outdated) plugin (.dll) for GumpStudio which enables the exporting of gumps from this tool to UOX3's JavaScript format. It's not included in the default download of GumpStudio.
A mapeditor in full 3D! View and edit your landscapes (and to a limited extent, your statics) from a 3D perspective! Though it can be slightly buggy if you're unlucky - it's a damn impressive program nevertheless. The sourcecode is fully available, and it's in C++ - so there's no reason why someone couldn't pick it up & continue the work of the original author... A good mapeditor that has a lot of potential if someone dedicate themselves to improving it...
-==============================- -= 24/01/2022 - UOX3 0.99.5a =- -==============================- Contributors: Xuri, punt Source Changes/Fixes: Adjusted values of _ITERATOR_DEBUG_LEVEL and _HAS_ITERATOR_DEBUGGING in ConfigOS.h to better support debug mode in VS2022 Added support for a new TITLE tag to the command privileges section of commands.dfn, to allow customizing the title added in front of a character's name when they become an Admin, GM or Counselor Updated .gitignore, and removed redundant jaspi.h (use the one in spider monkey, no need to duplicate the header). Removed a prototype that had no implementation Added parenthesis on some simple logical and/or to make clear precedence (and eliminate warnings) Replace int with auto for some results to prevent size casting, across the different platforms (and eliminate warnings). Improved overall performance of NPC pathfinding (by nearly 60%!) by eliminating some double-work done when checking for blocking dynamics and statics Optimized how the system for determining which internal map regions should have active NPCs; instead of there always being 9 active map regions surrounding any given player who's online, that number will now vary between 3 to 6 map regions, depending on how far the player is from boundaries between such map regions. This should reduce the amount of NPCs active and trying to pathfind at any given point when players are online. UOX3 now adapts the time between each time it checks Spawn Regions based on how "full" the Spawn Regions are on average - the nearer they are to max capacity, the longer time between each time Spawn Regions are checked Fixed an issue with reloading of spawn regions where UOX3 would forget about previously spawned NPCs/Items and respawn everything all over again. As part of the reload process, UOX3 now iterates over previously spawned objects and deletes these where appropriate Added support for NPCs engaging other NPCs in combat if they are marked as racial enemies via races.dfn Extended the amount of JS events supported by UOX3's JS engine from 96 to 192 Added new JS Event to allow overriding behaviour from Help button in paperdoll: onHelpGump( pChar ) // Overrides default gump menu when pressing Help button in paperdoll Added new JS Event to allow preventing characters from toggling on/off war/combat mode onWarModeToggle( p Char ) // return false to prevent war mode toggle Added new JS Event to allow overriding target selection in combat for default AI behaviours: onAICombatTarget( pAttacker, pTarget ) // return true to select current target, or false to skip and look for another Updated JS onDamage() JS event to allow returning false to override and prevent damage dealt to a character. Event must now return true to allow damage to go through Updated JS Event onSwing to work for characters with no weapon equipped (iSwinging will be null, in this case) Updated JS Object Method .KillTimers() to also work for Characters, not just Items Fixed an issue with initialization of wander areas for NPCs spawned via object spawners, which caused NPCs to not stick to their assigned areas, but wander according to their own free will. Can't have that! Fixed an issue where information on newly spawned characters would get sent twice to each nearby player JScript Changes/Fixes: Fixed a client crash caused by the admin welcome gump being too large! (js/server/misc/admin_welcome.js) Fixed a bug with the Anatomy skill that allowed gaining skill from targeting self (js/skill/anatomy.js) Fixed an issue with default NPC speech where a variable mySocket was not properly defined (js/npc/speech/speech_001.js) Fixed an issue with the moongate JS script, which would not work reliably (js/item/moongate.js) Updated Provocation skill to disallow directing provoked creatures at targets with the custom tag provImmune present Added JS script that renders characters it's attached to immune to physical damage (js/npc/special/physical_immunity.js) Renamed shadow_elemental.js to magical_immunity.js, as it's generic script that can be attached to any NPC Added script that allows Tinkerers to craft golem followers via Clockwork Assembly items (js/item/clockwork_assembly.js) Added script for mask of orcish kin, which when worn prevents all orcs from attacking the wearer (js/item/orcish_kin_mask.js) Added AI script for Exodus clockwork NPCs, which amongst a few other things makes them spawn with a magical shield that prevents physical damage being dealt to them until the shield has been brought down by magic damage (js/npc/ai/monster/exodus_clockwork.js) Added AI script for orc NPCs which prevent them from attacking characters wearing masks of orcish kin (js/npc/ai/monster/orc.js) Added AI script for orc brute NPCs, which makes the NPCs toss orc lords (up to 10 in total) when attacked by magic spells (js/npc/ai/monster/orc_brute.js) Added AI script for orc chopper NPCs, which makes the NPCs hit all nearby valid targets with their melee attacks (js/npc/ai/monster/orc_chopper.js) Added script for NPC special ability Colossal Blow, which both stuns and adds a temporary peacemaking effect to targets (js/npc/special/colossal_blow.js) DFN Changes/Fixes: The 'make command will now strip clothes and hair/beard from characters that are turned into Counselors (dfndata/command/commands.dfn) Adjusted default privileges for Admins, GMs and Counselors to not show skill titles in paperdoll (dfndata/command/commands.dfn) Fixed incorrect section headers for base_bascinet and base_helmet (dfndata/items/gear/armor/base_armor.dfn) Fixed incorrect ID in item definition for Sai weapon (dfndata/items/gear/weapons/fencing.dfn) Fixed incorrect get tag value for a wand definition (dfndata/items/gear/weapons/wands.dfn) Reduced the amount of townfolk, poorfolk and richfolk NPCs spawning in Britain (dfndata/spawn/spawn.dfn) Added two new races to races.dfn - Ophidian (RACE 25) and Terathan (RACE 26) - which have been setup as racial enemies Updated the race ID of relevant Ophidian and Terathan NPCs (dfndata/npc/arachnids.dfn and dfndata/npc/reptiles.dfn) Added more pre-defined books to dfndata/misc/books.dfn (and dfndata/items/misc/books.dfn): A Welcome (a_welcome) // Book by Blackthorn, dropped as loot by Betrayers Added definitions for additional NPCs, with scripted special abilities where applicable: Orc Brute (orcbrute) // Throws Orc Lords, cannot be targeted by provoked creatures Orc Chopper (orcchopper) // Attacks deal AoE damage to nearby targets Betrayer (betrayer) // Colossal Blow (stuns and peacemakes), AoE poison (2m range) Golem Controller (m_golemcontroller/f_golemcontroller) Golem (golem) // Colossal Blow (stuns and peacemakes) Crafted Golem (craftedgolem) // Crafted version of golem Exodus Overseer (exodusoverseer) // Magical Shield (immune to physical damage until shield down) Exodus Minion Lord (exodusminionlord) // Magical Shield (immune to physical damage until shield down) Exodus Minion (exodusminion) // Magical shield (immune to physical damage until shield down), periodic AoE burst Fixed some issues with itemlists pointing to non-existing items (a turnip and 10 of each magical reagent) Misc Changes/Fixes: Changed default value of NPCFLAGUPDATETIMER ini setting from 5 to 10 seconds Changed default value of NPCMOVEMENTSPEED ini setting from 0.38 to 0.5 Changed default value of NPCRUNNINGSPEED ini setting from 0.2 to 0.3 Changed default value of NPCFLEEINGSPEED ini setting from 0.3 to 0.4 Changed default value of ACCOUNTFLUSH ini setting from 0.0 to 5.0 seconds -==============================- -= 12/01/2022 - UOX3 0.99.5 =- -==============================- Contributors: Xuri, punt, dragon slayer, giwo Source Changes/Fixes: Updated UseDoor() JS function - now called UseItem() instead, and now supports both socket and character as first argument, to allow NPC use. Improved JS NPC methods WalkTo()/RunTo() so path is recalculated when blocked by other characters after original calculation took place. Only applies while advanced pathfinding is enabled in uox.ini. Added new JS event that triggers when pathfinding comes to an end after using WalkTo/RunTo JS methods: onPathfindEnd( mNPC, pathfindResult ) // pathfindResult returns result of pathfinding (-1 = failure, 0 = partial success, 1 = success) Disallowed invulnerable players/admins from attacking other characters, with a complimentary system message explaining why they can't attack Fixed a bug where NPC's original npvWander mode could get overwritten if multiple pathfinding actions overlapped Fixed an issue with NPC trainers where they would list incorrectly the available skills players could train When NPCs in wanderTypes WT_BOX, WT_CIRCLE or WT_FREE are blocked too many times from moving by other characters, they will now pause for 60 seconds before attempting to move again Exposed .oldWanderType NPC property to JS engine, and updated 'set command to also update this property when manually changing NPC wanderType Reduced max attempts at calculating path for NPCs in wanderTypes WT_BOX, WT_CIRCLE or WT_FREE to 25 steps, unless they are evading and attempting to move back into their original wander box/circle NPCs who enter "evasion" state because they are unable to find a valid path to an attacker will now have their health reset to maximum, to prevent an exploit to take down any NPCs without risk of taking any damage in return JS Methods WalkTo() and RunTo() now actually make use of the provided maxSteps parameter when advanced pathfinding is enabled; previously it would default to 500 steps. Added new JS event that triggers when an NPC enters evasion state in combat due to being unable to reach their target onEnterEvadeState( mNPC, enemyChar ) // enemyChar would be the character they are unable to reach NPCs of same race will no longer attack one another if hit by each other's AoE spells Fixed an issue with NPC pathfinding in combat that prevented ranged NPCs from closing in on their targets when losing LoS Spellcasting NPCs that cannot pathfind all the way to their target in combat will now attempt to pathfind to an area near the target instead Fixed an issue that prevented tiller-men from being correctly associated with their boats after a server restart Fixed an issue with combat where ranged characters could shoot bows further than the allowed max range for archery specified in uox.ini Fixed a compiler issue with GCC versions below 9.x in various Linux distros, by including iomanip library in UOPInterface.cpp and adding -lstdc++fs to the Makefile Exposed Item properties to JS Engine: .dexterity // dexterity required to equip item .intelligence // intelligence required to equip item Fixed issue where changing worldnumber of an item via tweak command would not remove the item from sight of nearby players in the original location Fixed issue where characters teleporting to a new world would sometimes not be removed from sight of nearby players in the original location Fixed issue where being released from jail cells to a location in a different world would not send map change packet Fixed issue where changing worldnumber of a player character via tweak command would not send map change packet Fixed issue where teleporting GM/Counselor to a player's location when responding to a help request would not send map change packet Fixed issue where recalling off a recall rune in a different world would not send map change packet Fixed issue where using travel menu or 'go place # command would not send map change packet when going to a location in a different world Tooltips for recall runes will now show the name of the facet they were marked in, with facet names being pulled from entries 1975 to 1980 in the dictionary files Added new option in UOX.INI under [settings] section: MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default. Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above! Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType() Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected. Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set Guild titles are now removed for players who leave their guilds Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info) Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax: GET=parent1 parent2 parent3 (etc) Fixed an issue where NPC backpacks would not have the max item capacity set properly Added new properties for CItem objects (also exposed as JS Item Properties): maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting) baseRange // base distance throwing weapons (when implemented) can be used at Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE: MAXRANGE=# // Specifies max range of ranged weapon Added support for new Item/NPC DFN tags to support randomizing elemental resistances: RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races ALLOWEQUIPLIST=# BANEQUIPLIST=# Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races. Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects ScriptSections are now reapplied for items bought by players from NPC vendors Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property Fixed house commands triggering (useless) targeting cursors for players onboard boats Changed default statcap in UOX.INI from 325 to 225 Fixed a out-of-range error for players attempting to combine ore inside their own backpack Fixed various issues with distance checks and container checks when using/target objects Added optional 4th "hue" parameter to AddGump JS method Added JS Function to get total amount of accounts on server - GetAccountCount() Added JS Function to get total amount of players online - GetPlayerCount() onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters Added some JS Functions to expose some hard-coded constants to JS scripts: BASEITEMSERIAL() // Base item serial INVALIDSERIAL() // Invalid serial INVALIDID() // Invalid ID INVALIDCOLOUR() // Invalid colour Fixed an issue where JS character property .colour would modify origSkin property instead of colour Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title Character JS property .poison can now also be used to set a character's poisoned level, not just read it Exposed Item property to JS engine: .ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y. .def // defensive value of item (Physical resistance post-AoS, AR in older UO) // NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired .resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0% .resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0% .resistLight // Light resistance of item 0-1000, where 1000 equals 100.0% .resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0% .resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0% .resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0% .resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0% .damageHeat // Weapon deals Heat/Fire elemental damage (true/false) .damageCold // Weapon deals Cold elemental damage (true/false) .damageLight // Weapon deals Light elemental damage (true/false) .damageLightning // Weapon deals Lightning elemental damage (true/false) .damagePoison // Weapon deals Poison elemental damage (true/false) .damageRain // Weapon deals Rain/Water elemental damage (true/false) .damageSnow // Weapon deals Snow/Ice elemental damage (true/false) Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default) Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values. JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works) Fixed issue where JS properties for multis didn't always return correct values Custom tags can now be set for multis in dfndata/house/house.dfn via the DFN tags CUSTOMSTRINGTAG and CUSTOMINTTAG, which can be read later for a placed multi via JS Item method GetTag( tagName ). Syntax is identical to custom tags in Item/NPC definitions: CUSTOMSTRINGTAG=tagName stringValue CUSTOMINTTAG=tagName intValue Definitions for multis in dfndata/house/house.dfn now support the COLOUR and COLOURLIST tags, which will (if present) be applied to new multis that are added in-game. Colour for existing multis can be modified via the 'tweak command. Re-implemented DoStaticEffect() as a stand-alone JS function that takes a location as a target instead of an object Fixed an issue with potions where entire stacks of potions would get consumed instead of just one potion Added new UOX.INI settings under [combat] to control the bonus damage modifier in explosion potions: ALCHEMYBONUSENABLED=0/1 // enable/disable bonus damage, defaults to disabled ALCHEMYBONUSMODIFIER=5 // bonusDamage = alchemySkill / alchemyBonusModifier Exposed speechType as an additional 7th optional parameter for the JS TextMessage function, and the other optional parameters (speechTarget, speechTargetSerial, speechFontType) can now be supplied as -1 if one just want to use the default values. Supported speechTypes: TALK = 0, // normal system message PROMPT = 1, // Display as system prompt EMOTE = 2, // : text SAY = 3, // character speaking OBJ = 4, // at object NOTHING = 5, // does not display SYSTEM = 6, // text labelling an item NOSCROLL = 7, // status msg, does not scroll WHISPER = 8, // only those close can here YELL = 9, // can be heard 2 screens away Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Fixed an issue where moving items around within a container at max item capacity was not allowed Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Option to define how much memory JS engine should be allowed to allocate before last-ditch GC kicks in has been moved from engine.dat to a new UOX.INI setting under [system]. Note that too low values can lead to server instability, especially if doing a lot of JS engine reloads, so default value has been increased from 16 to 256 MB per JS Runtime: JSENGINESIZE=256 // gcMaxBytes limit in MB per JS Runtime. Must be between 16 and 4095 Reduced stackchunksize value provided for JS_NewContext from 0x500000 to the recommended default of 8192 Updated how players are paid for completing NPC escort quests; instead of hard-coded random amount between 0-600 gold, the reward is now based partly on the NPC escort's fame, and partly on the amount of gold the NPC is carrying. The formula for quest rewards thus look like this: rewardAmount = (( totalFame / 100 ) * 50 ) + ( totalGold * 0.25 ) Fixed healthbars of nearby characters not showing correctly for players who have just logged in. Cause seems to have been UOX3 reading more bytes from network buffer than required when (not) handling packets 0xB5 and 0xFB. Added basic handling of these packets to avoid that problem. Fixed an issue where UOX3 would send full status updates (packet 0x11) for each character on the screen, rather than just sending the minimum required for each character. Client doesn't need to know the weight of an NPC, or how much gold an opponent player is carrying! Fixed an issue with tooltips for characters and/or items not always appearing, caused by UOX3 not responding correctly to certain tooltip requests (packet 0xD6) Fixed a casting issue that prevented SEFunctions.cpp from compiling on Linux Added additional Region/Townregion JS properties. These (and other properties) can be viewed and modified using the 'tweak command, but changes are not permanently saved and will only be valid as long as the server stays running: .id // Region ID .scripttrigger // Script-trigger associated with region .numGuards // Number of guards associated with town (if any) in region .taxes // Gold reserves of town (if any) in region .reserves // Resource reserves for town (if any) in region .appearance // Appearance - 0 = Spring, 1 = Summer, 2 = Autumn, 3 = Winter, 4 = Desolation, 5 = Unknown .music // Music assigned to region in regions.dfn .weather // Weather ID assigned to region in regions.dfn .owner // Name of owner of guards in the region A JS function was added previously, but not mentioned in the changelog: GetTownRegion( regionID ) // Takes one parameter, regionID, and returns a region object Fixed long-standing issue with UOX3 console not resetting terminal properly after shutdown on Linux, after updating cConsole.cpp/h to conform to standard unix terminal commands/settings for certain features (punt) Fixed an issue that could cause a crash on Windows when attempting to broadcast system messages from the UOX3 console (punt) Fixed an issue that prevented text input in UOX3 console for system broadcasts from being displayed on Linux and MacOS (punt) Added support for new JS Object - IUE_ACCOUNT - which can be accessed via character property .account. The following account properties have been exposed to the JS engine: .id // Account ID (Read-Only) .username // Account Username (Read-Only) .flags // Flags set on account (Read-Only) .comment // Comment/contact info .character1 // Character in account slot 1 (Read-Only) .character2 // Character in account slot 2 (Read-Only) .character3 // Character in account slot 3 (Read-Only) .character4 // Character in account slot 4 (Read-Only) .character5 // Character in account slot 5 (Read-Only) .character6 // Character in account slot 6 (Read-Only) .character7 // Character in account slot 7 (Read-Only) .currentChar // Currently logged in character (if any) (Read-Only) .lastIP // Last IP used to connect to account (Read-Only) // Flag shortcuts .isBanned // Is account banned? .isSuspended // Is account suspended? .isPublic // Is comment/contact info to be considered public info? .isOnline // Is account online? .isSlot1Blocked // Is character slot 1 blocked? .isSlot2Blocked // Is character slot 2 blocked? .isSlot3Blocked // Is character slot 3 blocked? .isSlot4Blocked // Is character slot 4 blocked? .isSlot5Blocked // Is character slot 5 blocked? .isSlot6Blocked // Is character slot 6 blocked? .isSlot7Blocked // Is character slot 7 blocked? .unused9 // Unused flag .unused10 // Unused flag .isSeer // Is account marked as Seer account? .isCounselor // Is account marked as Counselor account? .isGM // Is account marked as GM account? Fixed 'addaccount command - can now once again be used to add a new user account to the server from in-game. See accounts.adm for info on available flags. Syntax: 'addaccount [username] [password] [(optional)flags] Updated AI for AI_HEALER_G and AI_HEALER_E to check for multi-ownership and line of sight before resurrecting dead players Added new helper function to get amount of minutes that have passed since midnight 01/01/1970 UTC - GetMinutesSinceEpoch() Converted wTimeBan property of CAccountBlock from UI16 to UI32 Added check during login for timeban account property. If a timeban is in place, player will be unable to login until after the ban is over. Added JS property for Account JS Object: .timeban // Time in minutes that user is banned Completed implementation of onDecay JS event, which was not actually hooked up to anything! Can now be used to interrupt decay for items. Returning false will prevent code from deleting the decaying item, while returning true will continue running the decay code as normal. Fixed an issue with .brkPeaceChance JS Character property, which erroneously called on the GetBrkPeaceChanceGain()/SetBrkPeaceChanceGain() functions instead of GetBrkPeaceChance()/SetBrkPeaceChance() Fixed issue with loading of UOP map files that was introduced in a previous commit while attempting to get rid of some warnings when compiling UOX3 on Windows! Exposed a (read-only) JS property for characters to fetch their hunger rate. Uses race's hunger rate if defined, otherwise uses HUNGERRATE form uox.ini: .hungerRate // Seconds between becoming hungrier Added some details to console during UOX3 startup about which IPs and Ports UOX3 is listening to Added new JS event that triggers when a player clicks on the Quest button in the paperdoll. Triggers from character script if present, or global script if not: onQuestGump( pUser ) Added new JS event that triggers when player toggles a special move from a combat book. See packet 0xBF, subCmd 0x19 in packet guides for details on the special moves, whose IDs range from 0x00 to 0x1D: onSpecialMove( pUser, abilityID ) Updated FileSize() function in regions.cpp to fetch file size using std::filesystem::file_size() instead of creating an input stream, opening a file and then trying to seek the last position in the file Added findNearbyObjects() function to findfuncs.cpp, to find all objects (characters and items) of CBaseObject class near a specified location Improved performance when initializing multis on startup; now checks for items near multis, instead of checking for multis near every single item! Improved performance when loading items and characters from worldfiles during startup; around 33% faster for release builds, around ~50% faster when running in debug mode through visual studio (punt) Updated createSection() in ssection.cpp to use std::string and StringUtility functions instead of UString, and added some error handling (punt) Updated a bunch of casts to use UOX3-specific typedefs for consistency Startup performance is now faster by an additional 70% over the previous commit, primarily due to modernization of HandleLine() functions in cBaseobject.cpp, cChar.cpp, cItem.cpp and cMultiObj.cpp (punt) More UString instances replaced by std::string and associates (punt) Additional work done to modernize string handling in CPacketReceive.cpp, CPacketReceive.h, CPacketSend.cpp, CPacketSend.h, cScript.cpp, gumps.cpp (punt) Additional work done to modernize string handling in gumps.cpp, commands.cpp, cmdtable.cpp, commands.h, CJSMapping.cpp, scriptc.cpp and scriptc.h (punt) Fixed an issue with check for allowed/banned equipment for races; if a list of allowed equipment existed, it would never check the banned list Additional string handling modernization in cHTMLSystem.cpp, cRaces.cpp, gumps.cpp, townregion.cpp and uox3.cpp (punt) Increased default timer for worldsaves from 5 to 10 minutes Fixed an issue where the tile command could spawn items with incorrect ID because tempInt2 wasn't reset properly Additional string handling modernization in cAccountClass.cpp, cHTMLSystem.cpp, CResponse.cpp, cServerData.cpp, cServerData.h, cServerDefinitions.cpp, cSocket.cpp, cSpawnRegion.cpp, cSpawnRegion.h, cWeather.cpp, Dictionary.cpp, effect.cpp and uox3.cpp (punt) Fixed an issue where using JS Method PopUpTarget with ID 12 could crash the server Additional string handling modernization in magic.cpp, JSEncapsulate.cpp, jail.cpp, house.cpp, fileio.cpp, network.cpp, msgboard.cpp, mapstuff.cpp, pcmanage.cpp, scriptc.cpp, SEFunctions.cpp, sound.cpp, speech.cpp (punt) Removed ustring.h and ustring.cpp and references to these from the project as they have now been completely phased out by the move to std::string and the use of StringUtility.cpp/hpp Finalized string handling modernization in cRaces.cpp, house.cpp, items.cpp, npcs.cpp, skills.cpp, ssection.cpp, ssection.h and targeting.cpp (punt) All teleport locations in teleport.scp without a source/target world specified will now work for both Felucca and Trammel facets Deleted ustring.cpp/ustring.h from repository and removed last few straggling references to these Teleport locations from teleport.scp are now sorted upon initial load, and no longer require being sorted in the file itself (punt) Modified handling of CONT and PACKITEM tags loaded from worldfiles to no longer corrupt pointers (punt) Randomized initial position of items added inside containers via DFN tag PACKITEM Fixed various issues with in-game bulletin boards; posts can now be made, read and replied to using both regular client and ClassicUO client Fixed issue with bulletin board post removal that could cause infinite loops Fixed issues with and re-enabled bulletin board maintenance. Should no longer cause infinite loops, nor corrupt bulletin board posts when removing posts marked for deletion! This also fixes NPC escort quests not appearing on bulletin boards after initial quests were accepted and related posts removed. Fixed an issue where bulletin board posts submitted from client with lines of text longer than 255 bytes were stored with no null-terminator at end of the such lines, since they got cut off in wrong place Fixed server crash related to JS timers/other tempeffects by replacing the use of CDataList (which uses std::deque) in tempEffects with GenericList (which uses std::list), which is more optimized for removing records in the middle of the array Updated Sort() methods in GenericList to use std::list member function sort instead of std::sort (Xuri) Applied some code style changes for consistency :art: (Xuri) Replaced CDataList with the new GenericList class throughout UOX3, and removed CDataList from the project files Reverted an earlier change where scriptsections were supposed to be reapplied to items bought from NPC shopkeepers - didn't actually work! Fixed issue where total gold and armor rating of player was not getting sent for status window updates Updated LeaveBoat() function to use ValidSpawnLocation() instead of ValidMultiLocation() for more reliable disembarking from boats Added support for the following boat commands (and their triggerword aliases): raise anchor // Raise anchor, allowing boat to move drop anchor // Drops anchor, preventing boat from moving forward one // Moves boat one tile forward backward one // Moves boat one tile backward left one // Moves boat one tile in port direction right one // Moves boat one tile in starboard direction forward left // Moves boat forward left diagonally forward right // Moves boat forward right diagonally backward left // Moves boat backward left diagonally backward right // Moves boat backward right diagonally forward left one // Moves boat one tile diagonally, forward left forward right one // Moves boat one tile diagonally, forward right backward left one // Moves boat one tile diagonally, backward left backward right one // Moves boat one tile diagonally, backward right Added new enum BoatMoveType to keep track of all the additional boat movement types, and changed moveType from UI08 to SI08, in order to use -1 as a representation of an "anchored" and immovable boat Boats now start out with anchor dropped when initially placed, and must also have anchor dropped before they can be packed up into model ships, while anchor must be raised in order for tiller man to accept orders to sail Added support for two new DFN tags in houses.dfn, primarily for the use of boats/boat holds: MAXITEMS=# // Max items that can be stored in a boat's hold WEIGHTMAX=# // Max weight that a boat's hold can... hold (40000 = 400.00 stones) Fixed an issue where large dragon ships would be spawned with incorrect names due to server assuming they're houses Fixed an issue where it was not possible to turn a boat around under certain circumstances Tiller men on boats will now be named "a tiller man" if the boat is unnamed, and "The tiller man of [ship name]" if the ship has been named Boats now cannot be dry-docked if there are items in the hold Boats now cannot be dry-docked if either of the planks are open Names of boats are now stored in the title property of ship models, and is used to reapply the boat's name when unpacking the boat, while the ship model itself is named after the boat with a [Dry Docked] tag slapped on at the end. 5/05/2021 - Xuri (0.99.4m) Fixed a long-standing (20+ years old) issue with objects not being sent/removed consistently when players login, teleport or move around, or when items are being removed, areas wiped, etc. Added new class RegionSerialList to store serial references to objects added to/removed from regions (both on worldfile load and when objects move in-game). This allows for faster lookup, insertion tests, etc. and results in worldfiles loading up to ~41% faster Fixed an issue where characters in different world instances could shove each-other when moving Fixed server crash related to using incorrect argument for REGSPAWN command Fixed an issue where characters would not get world changes updated properly in some older (5.x) client versions UOX3 will now attempt to resist being closed if a world-save is in progress, to avoid corruption of worldfile data Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Added second parameter to onCommand() JS event to match it up with the documented version. New syntax: onCommand( socket, cmdString ) Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Fixed an issue where the JS function TriggerEvent() didn't restore the original JSContext and JSObject of the calling script after calling an event in a separate script, causing timers to be associated with the wrong script when both TriggerEvent and StartTimer were used in same script Updated KillTimers JS method to support an optional argument specifying the timerID of the timer to be killed. If no arguments are provided, it will - as previously - kill all timers for the object Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Removed all traces of SETSCPTRIG and TWEAK commands from source. These commands are now entirely handled in JS. Stats and Tweak buttons in list of online characters ('WHOLIST) will now execute the CSTATS or TWEAK command respectively, with target automatically set to character being viewed in list Fixed an issue with TWEAK command where items equipped on a character's paperdoll could not be targeted Replaced UOX_MIN and UOX_MAX with std::min and std::max (punt) Moved StringUtility functions into a new namespace: strutil (punt) Unified duplicate tile/multi seeking code for HS/non-HS versions of tiledata & multis (punt) Updated MsgBoardMaintenance() to use standard filesystem directory listing (punt) Fixed return value logic for onUseChecked/onUsedUnchecked JS events - was reversed by mistake! Initiated start of revamped mul/uop handling, with some new files added to project: (punt) MultiMul.cpp/hpp, IDXMul.cpp/hpp and UOPData.cpp/hpp Updated code for loading and seeking in multis (punt) Added new files to VS project and project filter Added new files to source/CMakeLists.txt Added support for MultiCollections.uop. If present in the specified datafolder, this file will be preferred over the traditional multi.mul/idx files, and will enable access to the new multis contained within (punt) Added dependency for static library of zlib-1.2.11, of which a minimal version is included in a subfolder alongside spidermonkey in the root UOX3 project folder. This is needed for compression matters related to UOP files and certain UO network packets Added VS Solution (zlib.sln) to compile static-library of zlib-1.2.11 for Windows. Makefile for Linux/macOS also included. Updated CMakeList.txt to include zlib references Adjustments to source/CMakeList.txt in attempt to fix build issue with CMake Updated debug/release configurations for Win32 in VS solution to include required references to zlib Removed RemoveFromSight() from CItem::Update() in cItem.cpp, to address flickering issues with animated items, and for smoother updates of items on boats when sailing. Added new flag in CBaseObject - damageable - which determines if an Item or Multi should be considered a damageable object. Added new DFN tag for Items and Multis to mark objects as damageable objects DAMAGEABLE=0/1 // If enabled, allows client to display healthbar for object, using object's hp/maxhp values as basis. Note that any changes to a damageable object's health will not be reflected in the client until a stat update has been sent. Added new JS Property for Items and Multis and Characters to get/set an object's damageable flag .isDamageable // 1 or 0 Added new JS Method for Items, Multis and Characters to force an update of the object's health bar to nearby players: .UpdateStats( statType ) // statType can be 0 (Health, only one that works for items), 1 (Mana) or 2 (Stamina) Updated updateStats() in uox3.cpp to work with CBaseObject instead of CChar Updated statwindow() in CSocket.cpp to work with CBaseObject instead of CChar Updated CPUpdateStat in CPacketSend.cpp to work with CBaseObject instead of CChar, to support sending packet 0xA1 to client for Items/Multis Updated CPStatWindow in CPacketSend.cpp to work with CBaseObject instead of CChar, to support sending packet 0x11 to client for Items/Multis Fixed an issue with outgoing packet 0x11 where a character's current HP might sometimes incorrectly be displayed as zero Updated CPNewObjectInfo in CPacketSend.cpp to send object information packet 0xF3 to client with datatype set to 0x03 for Items/Multis marked as damageable objects, to enable the client's ability to display health-bars for these items. Fixed an issue with JS Method for Items - .Refresh() - which previously did nothing, but now instead sends an update of item to all sockets in range Cleaned up some warnings caused by 64 bit/32 bit difference between macOS and Windows (punt) Fixed an issue that could cause player characters created in older versions of UOX3 to end up with backpacks without max item capacity set, thus being unable to add any items to their backpack More warnings cleanup, and some fixes to address size_t differences between Windows and Unix platforms (punt) Reverted changes to jsapi.h, which were causing some unwanted behavior Fixed some errors reading in UOP files in UOPData.cpp, and made some tweaks to other related files (punt) Fixed an issue with return values for onDrop JS event where not all return values would work as intended Added -Wno-shift-negative-value flag to CXXFLAGS in Makefile to potentially suppress some JS-related warnings when compiling on Unix platforms (punt) Added thirst system that works similarly to existing hunger system, where characters (and optionally, pets) grow thirsty over time, and gradually draining their stamina (down to a minimum of 1) if too thirsty Added new settings to uox.ini under a new [thirst] section to control thirst system: THIRSTRATE=6000 // The rate at which characters grow more thirsty THIRSTDRAINVAL=2 // The amount of stamina drained per thirst cycle when too thirsty PETTHIRSTOFFLINE=0 // Enable/disable whether pets grow more thirsty over time while owners are offline Added new JS event that triggers when a character's thirst level changes. onThirstChange( pChanging, newStatus ) Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal Added new JS properties for Characters related to thirst system (Xuri) .thirst // Get/Set current thirst level of character .thirstRate // Get character's thirst rate, based on racial properties or global settings .willthirst/ // Get/Set whether character will get thirsty .tamedThirstRate // Get/Set tamed pet's thirst rate .thirstWildChance // Get/Set tamed pet's chance at going wild if too thirsty Added some error-checking to JS function AreaItemFunction() to avoid potential server crash Fixed an issue introduced in 0.99.4m, where objects being added to/moved to specific worlds or instances were still visible to players in other worlds/instances Fixed issue with loading SCPTRIG tag with value 65535 in older worldfiles, now treats these as if the value was 0 Updated JS Methods .AddCheckbox() and .AddRadio() to support specifying the gumpImageID to display when button is checked/selected. Updated syntaxes: .AddCheckbox( topHeight, topLeft, checkImage, defaultStatus, unk2 ) .AddCheckbox( topHeight, topLeft, checkImageOff, checkImageOn, defaultStatus, unk2 ) .AddRadio( topHeight, topLeft, radioImage, pressed, id ) .AddRadio( topHeight, topLeft, radioImageOff, radioImageOn, pressed, id ) Added new Socket JS Method to close a specific generic gump: .CloseGump( gumpID, buttonID ) // gumpID is normally equal to 0xffff + scripttrigger of script gump is created in, while buttonID is the buttonID response we want the client to send when gump closes Added new Gump JS Method to end a group of radio buttons started with AddGroup(): .EndGroup() // Ends previously started group element Re-enabled Gump JS Method MasterGump(), in case someone can use it for something .MasterGump( masterGumpID ) // Define master gump of gump? Fixed an issue with getTileName() in uox3.cpp that could cause a server crash when fetching the names of certain items Added entry for a new directory path in uox.ini: SCRIPTDATADIRECTORY=./js/jsdata/ - dedicated to generic data read/written by JS scripts, data not directly linked to live content, which should not live or die by the state of the SHAREDDIRECTORY. Existing scripts will continue to write/read files in the SHAREDDIRECTORY if no changes are made. Updated JS File Method .Open() to support an optional fourth argument (requires third argument): useScriptDataDir (boolean) - when this fourth argument is included as true, UOX3 will look for the file in the SCRIPTDATADIRECTORY instead of the SHAREDDIRECTORY. Third argument - folderName - is required for this fourth argument to be used. New syntaxes: .Open( fileName, fileMode ) .Open( fileName, fileMode, folderName ) .Open( fileName, fileMode, folderName, useScriptDataDir ) Updated JS File Function DeleteFile() to support an optional third argument (requires second argument): useScriptDataDir (boolean) - when this third argument is included as true, UOX3 will look for the file in the SCRIPTDATADIRECTORY instead of the SHAREDDIRECTORY. Second argument - folderName - is required for this third argument to be used. New syntaxes: DeleteFile( fileName ) DeleteFile( fileName, folderName ) DeleteFile( fileName, folderName, useScriptDataDir ) Updated Item JS Method Dupe() to support passing NULL instead of a socket, for duplicating items without needing to place them in a player's backpack Fixed an issue with appending folder names to paths in File JS Method .Open() and JS File Function DeleteFile() Renamed default UOX3 server name (was too long) to My UOX3 Shard Rewrote server IP handling (new files: IP4Address.hpp/cpp) and did away with the need for the [play server list] section and SERVERLIST entries in uox.ini. UOX3 now automatically accepts and responds to connections on both local and LAN IPs, as well as an optional external/WAN ip defined in uox.ini tag EXTERNALIP, with server name defined by the existing SERVERNAME tag in the ini (punt) Following changes made to ensure compatable with some of my other projects Switched over to ConfigOS.h from Config.h UOX_PLATFORM to PLATFORM (and the corresponding platform types) Replaced NULL with nullptr Fixed an issue with how UOX3 lists out IP addresses it's actively listening to (punt) Some fixes to IP4Address code and output to console of which type of IP being listened (punt) Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Updated default item decay timer from 300s to 1800s (30 minutes) Updated default corpse decay timer from 900s to 420s (7 minutes) Updated default blood decay timer for corpses from 450s to 210s (3.5 minutes) Added new UOX.INI setting that determines decay timer for NPC corpses (previously used regular decay timer): NPCCORPSEDECAYTIMER=420 Updated onDecay JS event to support triggering in global script Fixed an issue that snuck in with regards to fetching server setting for BLOODEFFECTCHANCE in JS engine Fixed a potential server crash issue with OnUnequipAttempt JS event Added additional parameter to onCombatDamageCalc JS event - hitLoc, which contains the hit location calculated by code for an attack. New syntax: onCombatDamageCalc( pAttacker, pDefender, fightSkill, hitLoc ) Moved CalculateHitLoc() and DoHitMessage() out of CHandleCombat::calcDamage(), so these can still happen if JS scripts override damage calculations using onCombatDamageCalc event Hairs/Beards inside corpse containers now not movable, even if displayed in client for some reason Fixed an error introduced with previous commit that caused some issues with the handling of items upon player death/resurrection Fixed an error where items that had AR/resistances with values lower than 10 would lose those values after a restart (for instance wooden buckler) Updated Character JS Method .Follow() to allow optional null parameter to clear follow target for an NPC Added new Character JS Method .Dupe(), exposing code functionality to duplicate a character and returning the new character object to scripts. Example: var newChar = myChar.Dupe() Removed old and outdated UOG response code from network.cpp, along with UOXMONITOR response (an old tool no longer found in the wild) Extended packet overloading to include packets received on first connection, to allow custom responses to things like UOG server poll and other early incoming packets Adjusted code that spawns blood effects when taking damage to only happen for damage values higher than 1% of max health, or 1 (whichever is higher) Adjusted code that prevents stamina regen from taking place if a character is thirsty to allow generating up to 25% of max stamina, to prevent characters from being unable to move due to thirst! Added new settings in uox.ini to enable/disable the hard-coded hunger and thirst systems, with thirst system being disabled by default: HUNGERENABLED=1 // defaults to 1. Affects hunger of players, tamed pets, animal AI THIRSTENABLED=0 // defaults to 0. Affects thirst of players, tamed pets, animal AI Responses to UOG/CUO server poll requests are now enabled in uox.ini by default Fixed an issue with CChar::RemoveAllObjectsFromSight(), which failed to remove nearby multis from sight, leading to ghost images when changing worlds/instances Added check for other multis when sailing - boats will now collide with other boats! Added check for dynamic items when sailing - boats will now collide with blocking objects Added "wrapping" support for maps 0 and 1 when sailing, meaning a ship can sail around the world in both N/S and E/W directions. Added new [magic] section in uox.ini with the following settings: TRAVELSPELLSFROMBOATKEYS=1 // Toggle being able to travel via Recall and Gate spells directly to a boat via its key TRAVELSPELLSWHILEOVERWEIGHT=0 // Toggle being able to travel via Recall and Gate spells when overweight MARKRUNESINMULTIS=1 // Toggle being able to mark runes while inside multis. If enabled, runes marked inside multis will be associated with the multi in question, rather than a specific set of coordinates. If multi no longer exists, travelling to it via Recall or Gate will be impossible TRAVELSPELLSBETWEENWORLD=0 // Toggle being able to travel via Recall and Gate spells from one facet to another TRAVELSPELLSWHILEAGGRESSOR=0 // Toggle being able to travel via Recall and Gate spells when marked as an aggressor (if attacked an innocent first, or if criminal) Fixed an exception that would only rear its head when running UOX3 in debug mode, by adding new function void CBaseObject::RemoveFromRefreshQueue(), which when called from the end of the Cleanup() process for an object will ensure it's removed from the refreshQueue (thanks giwo!) Fixed several issues with the regional spawning system: NPCs would quite often get created, only to be deleted shortly after because the system failed to find a valid spawn location. This part of the system has now been rewritten to look for a valid spawn location before actually spawning the NPC, to avoid unnecessary creation/deletion of characters Spawn system would not continue looking for a valid spawn location past the first failure (when it was supposed to make 100 attempts before giving up) Spawn system would not look for valid water tiles for ocean-based/amphibian creatures if valid land tiles could not be found. As a result, amphibian creatures that could have spawned on either land or water would only ever spawn on land. DoesMapBlock() function checked for TF_BLOCKING tile flag before it checked if waterwalking was allowed and if tile had TF_WET flag. As a result, no purely ocean-based creatures would spawn at all because no valid spawn locations could ever be found Fixed an issue with JS Function DeleteFile(), which would stop calling script from working if no file was found for deletion. Could break demolishing of houses, amongst other things Fixed an issue with DoSEErrorMessage() function that prevented JS function error messages from being displayed in UOX3 console if message size was below 512 Fixed a bug that allowed players to place items on the same slot of walls when using a client that doesn't automatically restrict this When dropping items, UOX3 will now look for a valid surface to drop them on, and move the item to said valid surface if applicable Fixed an issue with loading of MultiCollections.uop where max boundaries of each multi was not set on load, preventing features that relied on finding corners of building from working (like automatic ban location detection for houses) Added new function in mapstuff.cpp to check flags on dynamic items, and exposed it as a JS Function with same name and parameters: CheckDynamicFlag( SI16 x, SI16 y, SI08 oldz, UI08 worldNumber, UI16 instanceID, TileFlags toCheck ); Fixed an issue where items were not always properly added to/removed from map regions when picked up or dropped Added new helper function in dist.cpp to find 3D distance between two points: getDist3D( point a, point b ) Added JS Function - DistanceBetween() - to find distance between two sets of coordinates, or two objects: DistanceBetween( x1, y1, x2, y2 ) DistanceBetween( x1, y1, z1, x2, y2, z2 ) DistanceBetween( sourceObject, targObject ) DistanceBetween( sourceObject, targObject, checkZ ) Added Item JS Method - GetTileName() - to get name of an item directly from tiledata Added new UOX.INI setting that defines the lower limit for when a purchase will withdraw money from bank instead of backpack: BANKBUYTHRESHOLD=2000 Split the UOX.INI setting CONSOLELOG into three parts, to enable/disable different forms of logging: CONSOLELOG=1/0 // Toggles logging of console messages, warnings and errors NETWORKLOG=1/0 // Toggles logging of network traffic SPEECHLOG=1/0 // Toggles logging of player/staff speech Exposed crafting entries to JS engine, along with associated properties from the crafting DFNs: New JS Object types CreateEntries // Global JS object containing all item entries loaded from create DFNs CreateEntry // A specific create entry retrieved from global object. Example: var createEntry = CreateEntries[7] // Fetches item entry #7 from create DFNs New CreateEntry JS Properties id // itemID of item to craft name // name of item entry from create DFNs addItem // section header of item to craft from item DFNs colour // colour of crafted item sound // sound played when crafting item minRank // minimum rank value used by rank system to provide variable stats to crafted items maxRank // maximum rank value used by rank system to provide variable stats to crafted items delay // delay in milliseconds for crafting to finish spell // spell ID primarily used when inscribing magic scrolls resources // list of resources needed to craft item. resources[n][0] // amount of resource needed resources[n][1] // resource colour required resources[n][2] // list of IDs accepted as resource material skills // list of skills requirements to craft item skills[n][0] // skillNumber of skill required to craft item skills[n][1] // minimum skill at which player will always fail to craft item skills[n][2] // maximum skill at which player will always succeed to craft item avgMinSkill // average minimum skill required to smelt item avgMaxSkill // average maximum skill required to smelt item Fixed a bug with tracking menu that could cause UOX3 to crash when cancelling/closing the menu Added new UOX.INI settings under [speedup] section to control global speed of mounted NPCs: NPCMOUNTEDWALKINGSPEED=0.3 NPCMOUNTEDRUNNINGSPEED=0.12 NPCMOUNTEDFLEEINGSPEED=0.2 Added new NPC DFN tags to allow overriding global mounted movement speeds: FLEEINGSPEEDMOUNTED=# RUNNINGSPEEDMOUNTED=# WALKINGSPEEDMOUNTED=# Corpse parts carved from human corpses will now have weight, and decay - as they're added as script items instead of base items Fixed some memory leaks in CMultiObj::GetBuildTimestamp(), CMultiObj::GetTradeTimestamp(), CWorldMain::SaveNewWorld() and cEffects::tempeffect() Misc smaller code cleanup Fixed an issue with ItemID skill where using the skill on a crafted item would not output a result if creator of item was unknown Command logs now also include any parameters used with a command Fixed an issue where messages used with CustomTarget JS function would not get truncated properly if longer than the allowed maximum length Fixed some instances of potential buffer overrun and/or out-of-bounds memory access Fixed some potential null pointer dereferences Fixed a couple instances of missing breaks in switch cases Added [[maybe_unused]] attributes in places where return values are intentionally unused Added [[fallthrough]] attributes in places where switch case fallthroughs are intentional Fixed some issues with converting account data from older (pre 0.99) versions of UOX3 Misc minor code cleanup UOX3 now sends the appropriate packets (0x85 and/or 0x86) in response to client requests to delete a character from the char selection screen Fixed an issue with fetching create entries in JS - was incorrectly limited by number of registered spells! More code cleanup Updated how UOX3 handles more, morex, morey and morez properties: DFN tags for these properties can now handle data in multiple formats. Example: MORE=1285, MORE=0 0 5 5, MORE=0x00 0x00 0x05 0x05, MORE=0x00000505 JS command 'set more/morex/morey/morez now accepts any of the above formats JS command 'get will now display both the decimal value for these properties, as well as the hex one JS command 'tweak will now display hex value for these properties in a tooltip Fixed an issue with target-based spells (like Magic Lock/Unlock, Magic Trap/Untrap, Telekinesis) that used the inverse result of a distance check to determine if players could cast such a spell at an item Fixed an issue where players could keep spawn containers open on screen to access items respawning inside without having to unlock/untrap container again after a respawn Locked containers (and spawn containers) will now show [Locked] in the item tooltip Spawn containers will now be re-trapped when new items spawn, if they were trapped originally. To trap a container: MOREZ=0x01 0x32 0x00 0x00 // 0x01 marks container as trapped, 0x32 says "deal 50 damage" when trap is set off Fixed trapped spawn containers not dealing damage when trap is set off due to magic damage function in source requiring a valid attacker (now no longer does) Updated source and scripts to use cliloc id 1050045 for custom tooltips rather than 1114778, as 1050045 is available in all client versions that support tooltips Added new JS Function to force-trigger a trapped item, as if the player tried to open a trapped container: TriggerTrap( pChar, iTrap ) Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 4 - French, 5 - Portuguese, 6 - Italian, 7 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0) Fixed a bug with PACKITEM tag which seeped in with previous commit, which could cause a server crash due to incorrect handling of the tag data Blank recall runes will no longer have a tooltip with the world the runes were marked in A west-facing rune with item ID 0x1f17 has been added to represent blank, unmarked runes. This is now the rune that vendors sell, and which can be added through the magic-portion of the 'add menu. Upon being marked by a Mark spell, the rune will change ID to the north-facing one with ID 0x1f14. This is to accommodate the Inscription crafting skill, which will use the blank 0x1f17 runes as a crafting resource. Added new item type - IT_RUNEBOOK (49) Newbie/blessed items will now have [Blessed] displayed in the item tooltip Ghosts can no longer "speedhack" by spamming the tab button to go in and out of combat rapidly Fixed an issue with NPC titles in paperdolls Added new Character JS property to detect if a character is running, which also accounts for sprinting while mounted, or fast flying for characters who can fly (Xuri): .isRunning // Returns true if character is running, false if they're walking Added Fish as another resource type (in addition to logs and ore) for UOX3 to keep track of and respawn based on resource areas Added new UOX.INI settings to control the availability of and respawn times for fish: FISHPERAREA=10 // Maximum number of fish in a given resource area FISHRESPAWNTIMER=600 // Amount of time it takes for 1 single fish to respawn in a resource area FISHRESPAWNAREA=10 // Number of fish-areas to split the world into Exposed the fish resource type to Resource JS functions, which now take "FISH" as an additional resource type on top of "LOGS" and "ORE: ResourceTime( resourceType ) // Return respawn timer for specified resource type ResourceTime( resourceType, int ) // Set respawn timer (in seconds) for specified resource type ResourceAmount( resourceType ) // Get max amount of resources per resource area for specified resource type ResourceAmount( resourceType, int ) // Set max amount of resources per resource area for specified resource type ResourceArea( resourceType ) // Get number of resource areas that world has been split into for specified resource type ResourceArea( resourceType, int ) // Set number of resource areas to split the world into for specified resource type Updated Resource JS properties with properties to get current amount of fish in a region, and the current respawn timer for fish: .fishAmount // Returns/Sets the amount of fish in given resource object .fishTime // Returns/Sets the respawn timer of fish in given resource object Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes Fixed a bug that caused segmentation fault on Linux, related to item tooltips and socket language Fixed an issue where AF_ALL option in [disabled assistant features] of UOX.INI would override (duh) the setting for all the other assistant features, essentially leaving the shard admin with only two options (all features disabled, or none). The AF_ALL option has now been removed entirely. Extended support for negotiating with assistant tools to disable these additional assistant tool features (from UOS) via the [disabled assistant features] section of UOX.INI: AF_AUTOBANDAGE=0/1 // Automatically apply bandages when low on health AF_ENEMYTARGETSHARE=0/1 // Share enemy target in party/guild/alliance chat AF_FILTERSEASON=0/1 // Force client to display a fixed season AF_SPELLTARGETSHARE=0/1 // Share spell target in party/guild/alliance chat AF_HUMANOIDHEALTHCHECKS=0/1 // Check health of nearby humanoid characters? AF_SPEECHJOURNALCHECKS=0/1 // Check journal for specific messages sent from server Applied a potential fix for an issue that could cause players to get disconnected immediately without delay before assistant tool had a chance to respond to feature negotiation request Addressed a couple of minor code issues that caused some warnings Extended Character JS Method DoAction() to support two additional parameters - frameCount and playBackwards - which define the length of the animation (defaults to 7) and whether the animation should be played backwards (defaults to false). Note that this only works for old-style animations, and thus is not available for Gargoyle characters. Updated method syntax: .DoAction( actionID ) // Old animation packet .DoAction( actionID, null, frameCount) // Old animation packet with frameCount .DoAction( actionID, null, frameCount, frameDelay ) // Old animation packet with frameCount, frameDelay .DoAction( actionID, null, frameCount, frameDelay, playBackwards) // Old animation packet with frameCount, frameDelay, playBackwards .DoAction( actionID, subActionID ) // New animation packet Renamed ORERESPAWNAREA ini setting to RESOURCEAREASIZE (it's also used for ore, and logs) and reduced it from 10 to 8 to divide each world into 8x8 sized resource areas Fixed a bug where the new fish resource type was not getting regenerated or saved properly Added INSTANCEID support to INSTALOG section of regions.dfn, and added default WORLD and INSTANCEID entries to all areas Fixed a bug in handling of the LOOT tag for NPCs where server would crash if a number was specified behind the item/itemlist to add as loot The DFN tags PACKITEM and LOOT are now handled similarly when used for NPCs and Items respectively. PACKITEM can be used for adding items with specific IDs, or "list objects" from itemlists.dfn, while LOOT can be used to add items from lootlists.dfn. One big difference between these is that if the optional amount parameter is specified for either tag when used with itemlists/lootlists (PACKITEM=listObject,amount vs LOOT=lootlist,amount), PACKITEM will add the specified amount of the specified/randomly chosen item, while LOOT will add X amount of random items. Updated implementation of ITEMLISTs and LOOTLISTs to support an optional weighting system, which can be used to adjust the probability of some items being chosen from these lists over other items. In the below example, specialfishingnet has a weight of 10, while the blank entry has a weight of 90, making it 9 times more likely for the blank entry to be chosen than the specialfishingnet! Note that higher weighted items should be sorted first for this to be accurate: [LOOTLIST shipwreck_treasure_special] { 90|blank 10|specialfishingnet } Extended functionality of JS Function DoMovingEffect() to allow a set of coordinates as source location, without having to specify a character as either the source or target of the effect Fixed an issue with sea creatures being unable to pathfind in shallow water due to underwater land tiles being treated as blocking Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous! Fixed some lines of text in new 'add menu that would display incorrectly in regular UO client Fixed bug where player might get stuck as frozen in ghost form and unable to move if dying in the midst of casting a spell Fixed two broken timer references in JS: Timer.SPELLRECOVERYTIME and Timer.LOYALTYTIME UOX3 console should now show 100% when done saving, regardless of the amount of data it has to save Earthquake spell can no longer harm invulnerable characters Fixed issue where NPC would evade instead of change to a different nearby target if unable to pathfind to current target Damage dealt by Fire Field spell is now determined by BASEDMG tag (defaults to 2, if resisted, half of that) in spells.dfn The rate at which the effects of field spells (Fire Field, Poison Field and Paralyze Field) are applied is now determined via the DAMAGEDELAY tag in spells.dfn, which defaults to 1.0 seconds Adjusted how updates are sent to clients when TurnToward JS Method is used, to prevent an issue where animations triggered immediately after would not play properly in the client Added new system that lets shard admins assign a "network" budget to connected clients, which determines the maximum amount of bytes clients are allowed to send to/receive from server over a period of ten seconds. If a client exceeds these limits three times in the same connected session, they'll receive a temporary ban and get kicked from the server. The following new UOX.INI settings under the [system] section can be used to control this feature: MAXCLIENTBYTESIN=25000 // Max bytes client can send to server over 10 seconds MAXCLIENTBYTESOUT=100000 // Max bytes client can receive from server over 10 seconds NETTRAFFICTIMEBAN=30 // Duration (in minutes) of temporary ban for exceeding these limits Fixed an issue that prevented GMs from using CSTATS and TWEAK buttons in 'wholist Increased MAXBUFFER size for socket operations from 2560 to 4096 Minor code cleanup Finalized implementation of GetTempTag and SetTempTag (Xuri) Fixed an issue with DoTempEffect JS function which prevented compilation on macOS (and potentially had unintended consequences) Cleaned up a warning in sound.cpp Updated onSkillGain, onSkillLoss and onSkillChange JS events: Additional parameters now supported by events - skillGainAmount and skillLossAmount onSkillGain( player, skillID, skillGainAmount ) // skillGainAmount is always positive onSkillLoss( player, skillID, skillLossAmount ) // skillLossAmount is always positive onSkillChange( player, skillID, skillChangeAmount ) // skillChangeAmount can be negative or positive The return value from onSkillGain and onSkillLoss events can now be used to control behavior: return true - skill gain/loss is allowed, and server will go through with the skill update return false - skill gain/loss is not allowed, and server will prevent the skill update, but will not block additional scripts with same event from running onSkillChange will now run as long as onSkillGain or onSkillLoss events return true, and if those events are not defined Shifted [directories] section of UOX.INI further up in the file, to make it easier to find Added new UOX.INI setting to control for which facets spawn regions are enabled (defaults to none): SPAWNREGIONSFACETS=# // # is a bitmask that determines which facets to enable spawn regions for. Supported values: 0 = No facets enabled (default) 1 = Felucca 2 = Trammel 4 = Ilshenar 8 = Malas 16 = Tokuno 32 = Ter Mur Examples: A value of 1 = only Felucca is enabled, value of 3 = Felucca + Trammel, 10 = Malas + Ilshenar, 63 = all facets enabled, etc. Updated CSpawnRegion::doRegionSpawn() function to only spawn objects in spawn region if world associated with spawn region is enabled in SPAWNREGIONSFACET uox.ini setting Stackable items given to newly created characters will no longer by default be marked as newbiefied/blessed items Added new Character JS Properties .actualDexterity // Returns the actual dexterity (minus temporary mods) of the character .actualIntelligence // Returns the actual intelligence (minus temporary mods) of the character .actualStrength // Returns the actual strength (minus temporary mods) of the character Fixed an issue where NPCs would be stuck not moving if they ended up trying to flee from non-existent targets Providing an invalid spellID with CastSpell() Character JS Method will no longer crash the server Fixed an issue where ranged weapons bought from NPC vendors would not have their baserange/maxrange properties set properly Updated onStatGained, onStatLoss and onStatChange JS events: Additional parameters now supported by events - statGainAmount and statLossAmount onStatGained( player, statID, statGainAmount ) // statGainAmount is always positive onStatLoss( player, statID, statLossAmount ) // statLossAmount is always positive onStatChange( player, statID, statChangeAmount ) // statChangeAmount can be negative or positive The return value from onStatGain and onStatLoss events can now be used to control behaviour: return true - stat gain/loss is allowed, and server will go through with the stat update return false - stat gain/loss is not allowed, server will prevent the stat update, and will prevent additional scripts with same event and/or hard code from running onStatChange will now run as long as onStatGain or onStatLoss events return true, and if those events are not defined Fixed an issue where players would experience higher than expected delays for firing ranged weapons after moving Updated item stacking code to disallow stacking items that have different more, morex, morey, morez, buyvalue or sellvalue Fixed issue where monsters would erroneously show context menu entries with skill training options Added new Item property that can be used to associate an item with a custom server event: DFN Tag: EVENT=eventName // Name of event in one word, with no spaces JS Property: .event Added a code-check when placing house-addons to see if there's space in multi to place addon at selected location, starting from coordinates of target location and checking tiles east and south of that location based on the addon's SPACEX and SPACEY settings in house.dfn Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...) Added new JS Item Methods to get/set the value (0-255) for specific parts (1-4) of temp variables ("more", "morex", "morey", "morez"): .GetMoreVar( moreVarName, moreVarPart ) .SetMoreVar( moreVarName, moreVarPart, moreVarValue ) Updated inRange JS event to also trigger for Items with this event attached, when player characters come within update range. Updated syntax: inRange( srcItem, pCharInRange ) inRange( srcChar, objInRange ) When UOX3 retrieves data from the onToolTip() JS event to potentially display custom object tooltips, it will use the ID specified in a temporary JS tag ("tooltipCliloc") on the object as the clilocID being sent to the client with the tooltip text returned from the script. If no such tag exists on the object, it defaults to cliloc ID 1042971. Added new JS event that triggers _after_ an item has been removed from a container (no return values supported): onContRemoveItem( iCont, objRemoved, pChar ) The JS Function SpawnNPC() can now spawn NPCs from NPCLISTS if provided with a boolean parameter flag (useNpcList). Updated syntax: CChar SpawnNPC( npcSection/npclist, x, y, z, worldnumber, instanceID, useNpcList ) Added new JS Event to allow detection of movement near an object (items only, for now). Distance at which it triggers determined by part 1 of the item's MORE property. Use long ranges with care! Syntax: onMoveDetect( srcObj, pChar, rangeToChar, oldCharX, oldCharY ) Item and NPC definitions can now make use of randomization for the ID tag, for more variety. Syntax: id=[id1] [id2] [etc] // Example: id=0x0e42 0x0e43 Updated code for spawn containers to allow spawning more than one item per container; by default, a spawn container will now spawn every item from an itemlist if set as the spawnobjlist property for that spawn container. These itemlists can contain direct item references, references to other itemlists or even lootlists Updated Unlock spell to check for existence of morey property value on lock. If there's a value, and the second part of the value is not 0x01, Unlock cannot be used to unlock the lock. By default, dungeon treasure containers level 1 and 2 are unlockable with the Unlock spell, while levels 3 and 4 are not, and require Lockpicking skill to unlock. Fixed an issue where player characters would "skip a step" when moving under certain circumstances (like coming out of hiding) Players flagged as criminals or non-innocent aggressors in PvP combat can no longer use public moongates Pets will now teleport along with the player both when using moongates (public or spell-based), recall, object-based teleporters or hard-defined teleport locations from teleport.scp Fixed an issue where the music set for a given region would not play for characters upon login, but only after exiting/re-entering the region If player moves between two guarded regions with identical GUARDOWNER, they will no longer receive a message saying they're protected by the guards of the new region (since there's no change in guarded status) Regions marked with PARENTREGION=# (# refers to parent region number) are loaded by UOX3 as "sub-regions". Entering or existing such a sub-region will not change the actual region a player is in, but they can be assigned a different MUSICLIST that will play instead of the music in the actual region the character is in. Sub-regions like these must have a lower region number than the region they're contained within Fixed a bug that snuck in when adding in PARENTREGION support in previous commit, that resulted in all regions being seen as sub-regions upon loading regions from regions.wsc Fixed an issue where Socket JS Property .account did not properly return an object reference to the account associated with the socket Updated JS Character Method .ResourceCount() to support -1 as value for the color argument, which will cause UOX3 to count all items of the specified ID, regardless of color Optimized portions of new crafting menus and added some additional features (Xuri) Updated Character JS Method .CheckSkill to support an optional fourth parameter - isCraftSkill. This is a boolean flag that, if set to true, will use an alternate formula for skill-checks that give players at least 50% chance at success if they at least meet the minimum requirements. The formula used: successChance = 500 + ((( playerSkill - minSkill ) / ( maxSkill - minSkill )) * 1000 Fixed an issue where the Rank System for crafting could mess with stacking of items; stackable items now default to max rank Added new Item DFN tags: usesleft=# // The current amount of uses remaining for an item with limited use maxuses=# // The maximum amount of uses for an item with limited use Added new JS Item properties to match DFN tags: .usesLeft .maxUses Crafting and gathering tools bought from NPC vendors will now support a random and limited amount of uses (between what is defined as "current" and "max" uses) Crafting and gathering tools created by player crafters will support a limited amount of uses based on the quality of the item crafted Added new JS event that triggers for characters right after an item has been crafted (or failed to be crafted): onMakeItem( socket, crafter, craftedItem, createEntryID ) Fixed an issue where negative values could not be used with Race DFN tags STAMMOD and HPMOD Fixed an issue where messages about being unable to equip race-restricted items would only appear properly for the first three races in races.dfn The 'make command can no longer be used on dead player-characters; the character must be alive before its status can change! Added support for an additional optional parameter in the RESOURCE tag in Create/Crafting system to make it easier to distinguish between resources with same ID, color but different name - moreValue. This can be set for a resource using the Item DFN tag MORE=#. Syntax: RESOURCE=id/resourcename amount color moreValue Updated ResourceCount() and UseResource() JS Methods to support optional paramter moreValue Updated internal quantity functions (GetSubItemAmount, GetItemAmount, DeleteItemAmount, DeleteSubItemAmount, GetBankCount and DeleteBankItem) in code to also compare against moreValue, if passed in. The above functions will now also prioritize reducing remaining uses on an item (if any) over consuming the item itself Fixed an issue in HandleGumpInput that prevented compiling UOX3 properly on Linux Added new uox.ini setting that determines if item stats on unidentified magic items are shown or hidden: HIDESTATSFORUNKNOWNMAGICITEMS=0/1 // Toggles whether item stats for unidentified magic items are hidden from tooltips. Defaults to 1 UOX3 now stores a timestamp for when an account receives its first login, which can be accessed via the new (read-only) JS Account Property .firstLogin. UOX3 now stores a timestamp for when a player character is created, which can be accessed via the new (read-only) JS Character Property .createdOn. For legacy player characters, the creation timestamp is set the first time UOX3 loads the characters after this update. Fixed an issue on Linux where pressing the arrow keys in the console would cause UOX3 to shut down Modified tooltip for armors to describe the physical defensive value as Armor Rating instead of Physical Resist Updated console key input handling with a more robust approach for Linux (punt) JScript Changes/Fixes: Fixed an edge case with 'time command that would not display time correctly (UOX3/js/commands/time.js) Fixed an issue where house key could not be used to open locked doors if key was not contained in root of player's backpack (UOX3/js/item/doors.js) Added a new command - 'cure - that can cure a targeted character of any poisons (UOX3/js/commands/targeting/stats.js) Fixed an issue with the 'tweak command that would set an item's movable property instead of type if used on non-spawnerobjects Fixed an issue with the 'tweak command that would trigger the wrong gump dialog when attempting to set an item's name, name2 and creator properties Fixed an issue with the 'tweak command where clicking ok in gump dialog with no value entered would reset chosen property to default value When marking recall runes, they will now get a hue reflecting the facet they were marked in (UOX3/js/commands/targeting/magic.js) The 'set command can now be used to set the armour class of items ('set ac #) Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground) Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service. Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items: 'add static itemID 'tile static itemID Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue: /js/commands/targeting/add.js: 'add itemID rndValue cmdtable.cpp and targeting.cpp: 'tile itemID rndValue 'tile itemID x1 x2 y1 y2 z rndValue Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove Added 'props as an alias for the 'tweak command Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js) Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js) Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js) Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js) Updated check for cancelling of target cursor in various JS scripts Minor updates to various JS scripts Moved countdown and explosion handling of explosion potions from code to JS (js/item/potion.js) Added LoS and Z distance checking for explosion potions Added optional randomization of countdown timer for explosion potions. Can be enabled via a boolean at the top of the potions script Added optional Alchemy skill bonus damage modifier for explosion potions, defaults to 1 additional damage per 5 skillpoints The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by either side moving one of their own pieces off to the side of the board (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js) Updated 'get command to allow retrieving certain account properties for targeted player characters: username, flags, comment, character1, character2, character3, character4, character5, character6, character7, lastIP, isBanned, isSuspended, isPublic, isOnline, isSlot1Blocked, isSlot2Blocked, isSlot3Blocked, isSlot4Blocked, isSlot5Blocked, isSlot6Blocked, isSlot7Blocked, unused9, unused10, isSeer, isCounselor and isGM Updated 'set command to allow setting certain account properties for targeted player characters: comment, password, isBanned, isSuspended, isPublic, isOnline, isSlot1Blocked, isSlot2Blocked, isSlot3Blocked, isSlot4Blocked, isSlot5Blocked, isSlot6Blocked, isSlot7Blocked, unused9, unused10, isSeer, isCounselor, isGM Updated 'tweak command to allow viewing and modifying of certain account properties for targeted player characters Note that any changes to account properties will not go into effect until a worldsave or manual save of accounts via console has taken place. Updated .get command to allow retrieving timeban value from account of player characters Updated .set command to allow setting timeban value on account of player characters. If set to higher than 0, player will also be marked as banned, and disconnected Added two new commands in js/commands/targeting/disconnect.js: 'ban [durationInMinutes] // Ban targeted player for specified duration in minutes, or for a default 24 hours if no duration is specified 'unban // Unban targeted player Updated 'tweak command (js/commands/targeting/tweak.js) to support viewing and modifying .timeban account property Updated 'get command to allow retrieving a character's hungerRate property Fixed an error in tweak command (js/commands/targeting/tweak.js) when attempting to use it on characters with no backpacks Fixed an issue where 'get command attempts to retrieve incorrect property when isonline parameter is provided Fixed an issue where 'set weightmax # would fail because script used an incorrect property name Fixed issue with wipe command (js/commands/targeting/wipe.js) not working because script was referencing wrong name for socket Fixed issue with get (js/commands/targeting/get.js) and set (js/commands/target/set.js) commands where wrong property name was used for getting/setting old npcwander type Added new GM command in js/commands/msgmod.js: 'msgmod on/off // If on, GMs who open a bulletin board while using ClassicUO client will be able to remove any individual message Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all) Fixed issue where sub-commands would still execute despite cancelling target cursor when using AREACOMMAND, just without being limited by such pesky things as coordinates (js/commands/targeting/areacommand.js) Updated AREACOMMAND to support adding/removing script triggers (js/commands/targeting/areacommand.js) Updated CSTATS command to support showing all script triggers attached to an object (js/commands/targetin/gumps.js) Updated GET (js/commands/targeting/get.js) and SET (js/commands/targeting/set.js) commands to support adding/removing script triggers from objects Updated the following JS scripts to use AddScriptTrigger() method instead of .scripttrigger property: kindling script (js/item/kindling.js) key script (js/item/key.js) pitchers script (js/server/resource/pitchers.js) houseSign script (js/server/house/houseSign.js) banker script (js/npc/ai/banker.js) Updated DFN entries for training dummies (dfndata/items/houseaddons/house_addons.dfn) to include DAMAGEABLE=1 and HP=100 tags, and also updated script for training dummies (js/item/trainingdummy.js) with some extra features for dummies marked as damageable: Show damage numbers over the training dummy when hit Update health of training dummy based on damage received when hit Restore health of training dummy to max after 4 seconds of inactivity Updated 'fullstats and 'heal commands (js/commands/targeting/stats.js) to support restoring the health of a damageable object Updated 'get (js/commands/targeting/get.js) and 'set (js/commands/targeting/set.js) commands to support getting and setting the damageable flag on objects Updated JS script for drinks (js/server/resource/pitchers.js) to reduce character thirst when consumed, with appropriate system messages displayed based on character's thirst level (Xuri) Updated JS commands get (js/commands/targeting/get.js), set (js/commands/targeting/set.js) and tweak (js/commands/targeting/tweak.js) to support getting/setting character hunger levels (Xuri) Added facet support for 'wipe and 'iwipe commands (js/commands/targeting/wipe.js). Updated syntax: 'wipe/iwipe Brings up target cursors. Wipes all objects in area between target locations, on same facet as user 'wipe/iwipe x1 y1 x2 y2 Wipes all objects in specified area, on same facet as user 'wipe [objType] [facet] Wipes all objects of specified type. If facet is specified, wipes only on that facet. objTypes: items, multis, boats, npcs, spawners or all 'wipe all Wipes ALL objects, on ALL facets, regardless of object type 'wipe all force Wipes ALL objects, on ALL facets, regardless of object type and whether wipeable flag is set Added new admin command (js/commands/decorate.js) to allow saving/loading world templates. These templates are essentially text files (with .jsdata file extension) that contain the bare minimum amount of details needed to decorate an entire game world, a facet or even a specific area of a facet. The files can be bundled with UOX3 for a smoother first-time-user-experience, can be easily shared with other people as blueprints for world decoration, and they can be saved and loaded on the fly without impacting existing data on a shard. By default, the command will save/load items to/from different files per facet based on the following item categories: doors, signs, lights, moongates, teleporters, misc (everything else). Command syntax: 'decorate save Save all items to the default templates, based on each item's objectCategory and facet 'decorate save [objectCategory] Save all items of specified objectCategory, regardless of facet 'decorate save [facetName] Save all items on specified facet, regardless of objectCategory 'decorate save [customFileName] Save all items of all objectCategories on all facets to custom template file 'decorate save [objectCategory] [facetName] Save all items of specified objectCategory in the specified facet 'decorate save [customFileName] [facetName] x1 y1 x2 y2 Save all items within specified coordinates on specified facet to customFileName 'decorate load Load all items from the default templates, regardless of objectCategory and facet 'decorate load [objectCategory] Load all items of specified objectCategory, regardless of facet 'decorate load [facetName] Load all items on specified facet, regardless of objectCategory 'decorate load [customFileName] Load all items from file named [customFileName] 'decorate load [objectCategory] [facetName] Load all items of specified objectCategory in the specified facet 'decorate copy [sourceFacet] [targetFacet] Copy all items from one facet to another 'decorate clean Clean up duplicate decorations that might have been loaded/added by accident. Note that world templates are by default stored in and read from a subfolder named "worldtemplates" under the new SCRIPTDATADIRECTORY (which defaults to UOX3/js/jsdata/) Added welcome gump that is displayed automatically for characters on the admin account (account 0) on first login. This welcome gump gives new shard admins the option to either start with a blank and empty world, or to load the default UOX3 world - based on the default set of world templates provided with UOX3, if any. It also provides a few tips to get started, as well as links to various documentation pages, forum and Discord server. The welcome gump can also be re-opened at a later stage using a new admin command: 'welcome Updated decorate command to support two additional object categories - containers and spawners - and the properties needed by these to function Added missing world template file (js/jsdata/worldtemplates/felucca_containers.jsdata) Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Added onDecay event to default global script (js/server/global.js), which detects when player corpses are about to decay, turns them into bones, and resets the decay timer back to full Updated GM command 'dupe to work with characters as well as items Moved splitting of NPCs in combat from hard code to JS (js/npc/ai/splitting_npcs.js). It relies on the onAttack JS event to trigger, but otherwise works identical to the previous hard-coded variant. The script has been assigned a default script ID of 3203 Fixed an issue where UOX3 would attempt to update health bar of training dummies not marked as damageable (js/item/trainingdummy.js) Added packet-hook script (js/server/network/0x7f_uogatewayServerPoll.js) to handle responses to server polling by shard lists like UOGateway, ShardPortal, etc. Added script for rotating furniture via interior decorator tool or via dropping item Merged furniture rotating functionality into existing smartturn script, and expanded on the selection of items. Supported furniture can now be turned by double-clicking the item (if no other double-click functionality exists), picking up and dropping the item, or via the interiordecorator tool (Xuri) Updated js/jse_objectassociations.scp with furniture IDs supported by the furniture_smartturn script, so rotating will work for any supported furniture without needing to add scripts to each individual furniture DFN (Xuri) Added script for handling hair restyle (js/item/hairrestyle.js) and added it to jse_fileassociations.scp with ID 5028 Updated hair restyle script with some coding style changes, added system messages to dictionary files and added gump tooltips (Xuri) Added JS command to reload dictionaries 'reloaddictionaries Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Implemented Remove Trap skill, which depends on player's detect hidden and lockpicking skills being at least 50.0, and removes or fails to remove traps based on trap difficulty vs skill checks. Trap difficulty is set in the last part of a 4-part MOREZ value, using the following format: MOREZ=0x01 0x32 0x11 0x37 // First part is trap enabled/disabled, second part is damage dealt by trap, third part is minimum remove trap skill required to remove trap, and fourth part is minimum skill required for guaranteed removal success Updated Animal Lore skill with more details, more options. Defaults to showing UOX animal lore gump, but alternate gump with additional details for AoS and beyond can be enabled Integrated a version of the Runebook JS script rewritten from scratch to support all the features that ~pub15 era Runebooks did, including dropping runes and Recall scrolls on the books, recalling/gating directly from the spell icons in the Runebook, and more. Max charges for a newly crafted Runebook ranges from 5 to 10 depending on the Inscriber's skill (if rank system for crafting is enabled), and is stored in the book's direction property Updated various JS item scripts to unhide characters when the items are used (Dragon Slayer) Added AOS Bone cutting to create bones Added AOS toggle switch for the bone cutting. Fixed So cutting clothing up will give back cloth and not bandages. Fixed so the material will keeps its color when cut up. Added Scissor sound to cutting up the material. Made 5 new functions for ids so it can easily be expanded on to without having to edit any of the main function. Added a Newbie Check so you can not cut up your starting items. Updated scissors script to verify that scissors still exist and are within range upon targeting an object, and a check to ensure characters cannot use scissors while running (Xuri) Updated scissors script to base the amount of returned cloth/leather from cut up clothes/leather armor on the amount of resources used to craft the items, as well as on the player's Tailoring skill. The higher the player's skill, the more resources returned, capped at half the amount of resources used to craft the item. If the item was not crafted by a player, it returns 1 resource only. (Xuri) Updated Tailoring script (js/skills/tailoring.js) to accept cut leather as a valid tailoring resource Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Moved fishing skill out of code and into js for more user friendly control Added js/item/magicfish.js for the magic fish food Extended fishing JS script to include: Fishing special fishing nets, big fish, messages in a bottle/SOS messages and associated shipwreck treasures, with chances of attracting sea serpents, deep sea serpents, water elementals and krakens while fishing. Enhanced detection of fishing in shallow vs deep water, with deep water now being defined as any water tile that's 16 or more tiles away from the nearest land area. Updated timer system, LoS checks, Implemented SOS messages and shipwreck locations, with areas valid for potential shipwreck locations being defined in a new section of regions.dfn named [SOSAREAS], which follows the same syntax as the INSTALOG section in the same file. Once a message in a bottle is opened, a SOS message is generated with coordinates for a random shipwreck location, which players can sail to and fish near in order to find a sunken treasure (and other items). Implemented shipwreck treasures, which come in 3 levels of quality (with an optional 4th quality level available), with increasing amount of gold, gems, scrolls, reagents and magic items (coming in next commit!) per quality level of treasure Implemented special fishing nets, which can be used to fish up a variety of sea creatures (sea serpents, deep sea serpents, water elementals, kraken), which have a high chance of having SOS bottles on their corpses when defeated Fixed an issue with Runebooks (js/item/runebook.js) where the coordinates of a rune location would not be displayed properly Separated map coordinate function from Runebook script to its own script (js/server/data/map_coordinates.js), which other scripts can call upon to get map coords using TriggerEvent() JS function Ported sextant implementation from code to JS (5033=js/item/sextant.js), and removed the hard-coded version of this. Using bladed weapons on stacks of fish will now cut the entire stack at once, instead of one fish at a time Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Removed some debug messages from pixie_death.js Disabled tooltips for admin welcome gump; too much for regular UO client to handle Fixed a bug where players could gain points in Evaluating Intelligence skill by targeting themselves (js/skills/evaluateintel.js) Updated Evaluating Intelligence skill to show more detailed information about targets (js/skills/evaluateintel.js) Fixed some issues with sound effects in JS based spells Added missing reference to wand_item_id.js in jse_fileassociations.scp Removed debug message from magic item generation script Fixed an issue with fishing script that prevented fishing up random sea serpents Fixed pitcher of water so it can be poured onto the bag of flour and remove one content and set 20 contents for flour bag Fixed four bag can be double clicked and target water and use one content of water. and give it self 20 uses for dough Added all dough baking Added all meat cooking Added Heatsources Fixed Flourmill to have animation and give bag of flour when double clicked Cleaned up baking and cooking - not every thing needed a skill check Misc style cleanup and bugfixes (Xuri) Tweaked flour mill usage and animation setup to make it more resistant to breaking (Xuri) Added tooltip with uses remaining for pitchers of water and sacks of flour (Xuri) Randomized the type of bread created when baking dough (Xuri) Healing someone with bandages now unhides player Updated calculations for duration it takes to heal self/another target, and for the amount of health healed Added karma gain for healing innocent players Added ability to heal various humanoid monsters with bandages and Healing skill Added ability to heal various animals with bandages and Veterinary skill (Xuri) Added chance for healer's fingers to slip if taking damage while healing (js/skill/healing_slip.js), with amount of health healed being reduced with each slip, though this effect is countered somewhat by healer's Healing skill and Dexterity stat (Xuri) Added some opening effects to some containers like armoires, chests of drawers and dressers Added new command to allow shard admins and GMs to quickly add signs to their world: 'addsign Added new Admin commands to enable/disable spawn regions in specific facets (note that this does not affect already spawned objects): 'enablespawns'disablespawns Updated 'get command (js/commands/targeting/get.js) to support fetching actualDexterity, actualIntelligence and actualStrength properties for Characters Fixed an issue where 'wipe command could wipe NPCs and/or multis despite those being set as "unwipable" Added missing maxrange DFN tags to Item definitions for ranged weapons (dfndata/items/gear/weapons/archery.dfn, aos_weapons.dfn and se_weapons.dfn) Removed some dummy data that snuck into dfndata/items/gmmenu/spawners.dfn Fixed an issue where Healing script (js/skills/healing.js) would break because Math.Round() was used instead of Math.round() (Thanks, HeyYaNITO!) Added baseRange and maxRange to 'tweak menu (js/command/targeting/tweak.js) Updated 'get, 'set, 'tweak and 'areacommand commands to support the new event property Extended 'decorate command with some additional features to support saving, loading and unloading event decorations (example: xmas, halloween, etc): 'decorate saveevent eventName // Save all items with event property matching eventName to event_[eventName].jsdata 'decorate loadevent eventName // Load all items from event_[eventName].jsdata and assign eventName to their event property 'decorate unloadevent eventName // Clear up all items associated with eventName Added new script (js/server/house/houseAddonUse.js) that will restore the double-click functionality of some house addons that would lose their regular functionality in the process of becoming house addons, as their item type changed. The same script also adds some extra functionality to a couple of other house addons (looms and spinning wheels), allowing players to choose between using the addons and then targeting materials like yarn or wool or using the materials and then targeting the addons Fixed an issue with the interior decorator tool that would allow using it outside one's house Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Updated Remove Trap script (js/skill/removetrap.js) to make use of GetMoreVar() and SetMoreVar methods Added new JS script (js/server/misc/dungeon_traps.js) for handling trap mechanics in (primarily) dungeons. The traps all trigger on collision, and use different parts of the "morez" property to determine enabled/disabled status, damage, min skill required to disarm, max skill at which player can still gain skill from disarming. Disarming renders trap inactive for 60 seconds. Implemented trap types: Spike Traps // Active for ~5 seconds after triggered, deals damage every 1 second. Giant Spike Trap // Active for ~1 second after triggered, deals high instant damage one time Saw Traps // Active for ~5 seconds after triggered, deals damage every 1 second. Gas Traps // Active for ~5 seconds after triggered, applies poison to target every 1 second Fire Column Trap // Active for ~5 seconds after triggered, deals damage every 1 second after initial delay of 1 second Stone Face Traps // Active for ~3 seconds after triggered, deals damage every 1 second after initial delay of 1 second Mushroom Trap // Active for ~2 seconds after triggered, applies poison to target every 1 second after an initial delay of 1 second Added new commands to make modifying IDs of items (and NPCs) easier: 'incid # // Increment/decrement ID of target by specified amount 'rincid # // Repeatedly increment/decrement ID of target/multiple targets by specified amount Updated 'add and 'radd commands with new, optional syntax to make adding trees easier (potentially with GM tools/macros), as it will add both trunk and leaf at same location with a single command: 'add tree [trunkID] [leafID] 'radd tree [trunkID] [leafID] Updated AreaCommand GM command to include support for setting the .decayable property on multiple items at once. Also updated the script with appropriate system messages throughout, which now also show how many items were affected by use of the command Added new item script (js/item/gate_opener.js) that can be used to make switches/levers raise/lower multiple nearby gates. See script comments for details on setup Updated various JS scripts that used GetSByte() to retrieve Z of last targeted location from Socket to manually add height of targeted tile for client version below 7.0.9 only Fixed an issue where items created with 'decorate load command could be set as decayable Fixed an issue where multiple timers could be running on a single door by manually opening and closing it repeatedly. Closing a door will now kill the associated timer on said door. Updated Lockpicking skill to check for the existence of skill difficulty on locks, and use those to perform skill checks when attempting to pick those locks. Difficulty on a lock can be setup using the morey property using this syntax: morey=[0x00] [0x00/0x01] [0x##] [0x##] // the first part is unused, the second is used with Unlock spell, the third and fourth are the minimum skill to unlock and the max skill that can be gained from picking the lock Added new decorations in default world templates for the following areas: Covetous, Deceit, Despise, Destard, Fire, Hythloth, Ice, Shame, Wrong, Hedge Maze, Wind (city), Terathan Keep, Orc Caves, Ilshenar facet, Ilshenar dungeons Updated decorations in default world templates for the following areas: All cities in Britannia and the Lost Lands Updated decorations in default world templates to address issues like missing water/swamp tiles, floor/roof tiles, etc. in various places Added special behaviours in some areas: Lever puzzle in Covetous Monster-spawning brazier in Deceit Switch/portcullis behaviour in Hedge Maze Updated teleport.scp with teleport locations for: Hedge maze, Hythloth lvl 2 teleport maze, Wrong dungeon, Buccaneer's Den to/from mainland, various Ilshenar teleport locations Added sound-effect for when lockpicks break (js/skill/lockpicking.js) Misc fixes to default world templates (some missing doors, a few duplicate decorations) Fixed an issue where incorrect property name for max health, max stamina and max mana were used in taming script (js/skill/taming.js) and fire breath script (js/npc/special/fire_breath.js) 1/2022 - DragonSlayer, Xuri Crafting skills (Alchemy, Blacksmithing, Carpentry, Fletching, Tailoring) have been updated with new JS-based menus, up-to-date create DFNs with additional craftable items and extra features to fit the Pub15 era of UO (DragonSlayer) Updated getWeaponType() server script to support getting weapon type directly by ID instead of looking for item equipped by character Fixed an error with wheat.js that could cause flour mills to get incorrect IDs assigned Added some missing doors in a Serpent's Hold building to default world templates Players can now demolish a tent multi and convert it back to a deed by chopping up the tent's (empty) chest with an axe GMs can now force the removal of a tent multi by using the 'remove command and targeting the tent's chest (whether empty or not) Fixed some issues with 'wipe command that prevented some items (including multis) from being removed Added a new admin-command to force the removal of a targeted multi and all items contained within: 'removemulti Some minor updates to crafting related scripts Implemented Herding skill in JS (js/skill/herding.js) (Dragon Slayer) DFN Changes/Fixes: Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied Updated all NPC definitions to let NPCs spawn facing in random directions Added missing entries for normal and greater explosion potions to dfndata/items/magic/potions.dfn, and added them to the item menu Potions are now marked as stackable in dfndata/items/magic/potions.dfn Damage of explosion potions is now defined via DAMAGE/LODAMAGE/HIDAMAGE tags in Item DFNs, and the time before exploding is defined via the SPEED tag Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Added HP DFN tag to guard NPCs to prevent them from spawning with half health Fixed invalid ID for items [0x0174] and [0x0175] in dfndata/items/building/walls/stone_walls.dfn Fixed some missing icons in dfndata/creatures/creatures.dfn Updated server status HTML template page (dfndata/html/online.htf) to match other templates Added layer=1 to spellbooks in dfndata/items/magic/misc_magic.dfn to allow NPCs to equip them (dragon slayer) Some minor fixes to regions.dfn - Name of Covetous dungeon, a set of coordinates for Ice Dungeon Updated dfndata/house/house.dfn to include default MAXITEMS (125 items) and WEIGHTMAX (400 stones) values for boats Fixed some missing/incorrect brackets in the following DFN files (thanks, punt!): dfndata/items/gear/armor/base_armors.dfn dfndata/items/gear/armor/leather_armor/ninja_leather.dfn dfndata/items/skills/misc/misc.dfn dfndata/items/building/walls/tent_walls.dfn dfndata/items/building/decs/stoneart.dfn dfndata/location/location.dfn Added decay=0 tag to bulletin boards Some minor cleanup in a few DFN files. Affected files: dfndata/creatures/creatures.dfn dfndata/items/gear/weapons/aos_weapons.dfn dfndata/items/magic/reagents.dfn dfndata/items/misc/equippable-mounts.dfn dfndata/items/misc/gems.dfn dfndata/items/npcmenu.bulk.dfn dfndata/items/skills/misc/misc.dfn dfndata/npc/femalevendors.dfn dfndata/npc/mounts.dfn dfndata/npc/undead.dfn Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat The colour of blood effects for characters and creatures hit in combat can be defined in dfndata/race/races.dfn using the BLOODCOLOUR tag and a colour ID. If the value 0xffff is provided, the colour of the blood will be inherited from the character's colour, if any Added SCRIPT=3203 tag to [slime]/[jwilson] NPCs (dfndata/npc/miscmonsters.dfn) Added new race for slime-related creatures (RACE 24 in dfndata/race/races.dfn), with a BLOODCOLOUR tag set to 0xffff to let blood effects inherit the colour of each individual slime Updated RACE tag for [slime]/[jwilson] NPCs to use the new slime-race (dfndata/npc/miscmonsters.dfn) Added [interiordecorator] tool (dfndata/items/misc/uor_misc.dfn) that can be used to raise, lower or rotate locked down items in houses Added interior decorator tool to Architect shoplists (Xuri) Added [hairrestyledeed] item that lets (human) players restyle their hair Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new OMNIVORE food list and assigned it to [basehuman] DFN section Updated NPC DFNs with default CONTROLSLOT=# tags Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Inscription skill can now be used to craft Runebooks. In addition to the skill requirement (min 45.0 Inscription), it requires 8 blank scrolls, 1 blank recall rune, 1 Recall scroll and 1 Gate Travel spell. Added new item definition for Runebook ([runebook]) to dfndata/items/magic/misc_magic.dfn Added missing NPCs to DFN (thanks, Dragon Slayer) f_warrior, f_ranger, f_gambler, f_judge, f_mayor, f_prisoner, f_sculptor f_weaver, f_mapmaker, f_furtrader, f_tanner, f_waitress, f_miller, f_rancher m_warrior, m_ranger, m_gambler, m_judge, m_mayor, m_prisoner, m_sculptor m_weaver, m_mapmaker, m_furtrader, m_tanner, m_waiter, m_miller, m_rancher Added the new NPCs to npclists (dfndata/npc/npclists.dfn), spawners (dfndata/items/gmmenu/spawners.dfn), add-menu (dfndata/items/ItemMenu.bulk.dfn and dfndata/items/npcmenu.bulk.dfn) and added some new shopping lists (dnfdata/items/shoplist.dfn) Added some new item definitions: blank_map (0x14ec), wheat sheaf (0x1ebd) Updated fishinglist.dfn (dfndata/items/itemlists/fishinglist.dfn) with list objects that can be referenced by in-game ADD command or scripts to add random items from the fishing itemlists All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Updated fishinglist.dfn, itemlist.dfn and lootlist.dfn to support new fishing updates Updated movable state of various items that can be fished up (pillows, some pieces of furniture) to ensure players can move them! Updated Item DFN entry for sextants to include script=5033 tag Updated DFN entries for various sea creatures (dfndata/npc/seacreatures.dfn) to adjust color of NPCs, loot and NPC AI Update stats, skills and loot for all currently implemented NPCs Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Updated entry for Wisp in creatures.dfn to mark them as animals to stop monsters from attacking them (and dying) Fixed bug where reagents could not be dropped directly from ground and into newbie reagents bag, as the bag didn't have the proper setup for a container. Now inherits its setup from a regular bag (dfndata/items/magic/reagents.dfn) Split food2.dfn into new dfn files: cooking.dfn, vegetables.dfn, meats.dfn, fruits.dfn Added a bunch of additional door IDs to js/item/doors.js and dfndata/harditems/harditems.dfn Added an [ADMIN] section to dfndata/commands/commands.dfn to make it easier to give shard admins (via 'make admin) a different default look than other GMs Fixed incorrect non-combat music entry [MUSICLIST COMBAT] section of dfndata/regions/regions.dfn Added new music section to dfndata/regions/regions.dfn [MUSICLIST DEATH] // Plays music from this list for players who are in the realm of the dead Assigned different MOREZ value to each explosion potion (dfndata/item/magic/potions.dfn) to make distinguishing between them easier Fixed issue where some iron ore in GM add menu was showing up and being added as a brazier instead Added some new house addons to house.dfn, and in the 'add menu, under Deeds > Houseaddon Deeds: loom (south) small forge anvil (south/east) spinning wheel (north/south/east/west) small bed 1 (south/east) small bed 2 (south/east) large bed 1 (south/east) large bed 2 (south/east) training dummy (south/east) pickpocket dip 1 (east) pickpocket dip 2 (east) dresser (south/east) // Disabled, doesn't work as container after being turned into addon abattoir (stone pentagram) flour mill (south/east) sandstone oven (south/east) brick oven (south/east) large forge (north/south/east/west) Updated some house addons (bear rugs, pentagram) to be added from top-left to bottom right, for more consistency when placing items Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but Added dungeon traps to 'add menu, under Buildings > Decs > Dungeon Traps Fixed incorrect IDs for secret doors in Item DFNs (they were off by 1, so would not work properly) Updated name of all secret doors in dfndata/items/building/doors.dfn to inherit name from tiledata instead Added secret door IDs to dfndata/harditems/harditems.dfn Fixed MORE values of "hard scripted" books in dfndata/items/misc/books.dfn Added Ice and Fire dungeon locations (dfndata/location/location.dfn) and added these to the GM travel menu (dfndata/item/travelmenu.dfn/travelmenu.bulk.dfn) Fixed body ID for ancient wyrm NPCs, which also fixes their name (dfndata/npc/dragons.dfn) Added more pre-defined books to dfndata/misc/books.dfn (and dfndata/items/misc/books.dfn): Quest of the Virtues – Volume 1 // [quest_of_the_virtues_vol1] Fropoz's Journal // [fropoz_journal] Translated Gargoyle Journal // [translated_gargoyle_journal] Kabur's Journal // [kaburs_journal] Added 4 levels of dungeon treasure chests that can be placed out as spawn objects in dungeons, with items and valuables spawning inside on a regular interval. These can be found in dfndata/items/gmmenu/dungeon_treasure_spawners.dfn, with associated itemlists being found in dfndata/items/itemlists/itemlists.dfn (dungeontreasureloot1, dungeontreasureloot2, dungeontreasureloot3 and dungeontreasureloot4). They can also be located in the 'add menu under GM Menu > Dungeon Treasures Added spawn regions for dungeon treasure chests in the following areas: Covetous, Deceit, Despise, Destard, Fire, Hythloth, Ice, Shame, Wrong, Yew Crypts, Daemon Temple, Trinsic Passage, Cove Orc Fort, Terathan Keep, Vesper Bank, Trinsic Bank Cleaned up door-section of add-menu so only doors in their closed state remain (dfndata/items/building/doors.dfn) Updated scripts to make use of .usesLeft property instead of custom "UsesLeft" tag Updated DFNs to include usesleft and maxuses tags and uses_left_tooltip script for all tools with limited use Added new crafting menu and create DFN entries for Cooking skill Updated item stats like def, hp and value for all armors to match Pub15 era Added item definitions for weapons added in AoS to ToL UO expansions, but with stats balanced against existing weapons from Pub15 era Added armor definitions for armors added in AoS to ToL UO expansions, but with stats balanced against existing armors from Pub15 era Added named "alias entries" for all existing item definitions of weapon, armor and clothes, which enables adding those via their names as an alternative to their IDs. Items added via the named aliases will randomize between variations (north/south vs east/west) of the items if there are any. Syntax: 'add item [nameOfItemWithoutSpaces] (example: 'add item vikingsword) Removed redundant files dfndata/items/gear/weapons/aos_weapons.dfn, dfndata/items/gear/weapons/se_weapons.dfn and dfndata/npc/spawntags.dfn Split out ranged weapon projectiles into a separate DFN (dfndata/items/gear/weapons/projectiles.dfn) Misc Changes/Fixes: Updated dictionary files with additional messages used in relation to banning/unbanning players Reorganized teleport.scp file with logical groupings by map and area for easier maintenance Added additional teleport locations in teleport.scp for Dragon Turtle Spawn area, Khaldun, Terathan Keep, Valley of Eodon, Minax Fortress, Stygian Abyss, Underworld Updated JS docs with updated return value details for events Updated UOX3 docs to latest version Updated default DATADIRECTORY path in uox.ini to match current day default installation path of UO (thanks, dragonslayer!) Updated UOX3 documentation to reflect recent changes to IP handling/config, addition of 'decorate command and world templates, updated instructions for building from source Added system messages to dictionary files (Xuri) Updated JS docs with some missing Functions/Methods Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Updated documentation with most recent changes to UOX.INI settings Updated dictionaries with cooking-specific messages (Xuri) Fixed a few issues with various dictionary files Updated JS Docs The community-based spawn file now comes bundled with UOX3, and shard admins can choose whether to activate the spawns from this file during the welcome gump that pops up first time they log in Updated main UOX3 docs to add a simple filter feature, to make it easier to find stuff in the docs Updated dictionary files Added some missing dictionary entries Updated UOX3 documentation Included new and revamped JS docs, and removed old, out-of-date legacy JS docs