[ARCHIVED] Archived UOX3 Version (0.98-3.7 - Updated July 8th, 2006)

Where we archive the version changelog threads
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Code: Select all

[color=yellow]6/22/2006 - giwo (0.98-3.6f)[/color]
	Reduced the checking area when placing a house around small houses in house.dfn
Did you forget to commit the updated house.dfn?
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Code: Select all

[color=yellow]6/23/2006 - grimson[/color]
	Don't let normal players put items into the backpack of a player vendor they don't own.
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Code: Select all

[color=yellow]6/23/2006 - grimson[/color]
	Changed checkPetOfflineTimeout() to ignore player vendors.
	Remove tempeffect number 44 as it is no longer used.
Last edited by Grimson on Sat Jun 24, 2006 12:52 am, edited 1 time in total.
giwo
Developer
Posts: 1780
Joined: Fri Jun 18, 2004 4:17 pm
Location: California
Has thanked: 0
Been thanked: 0

Post by giwo »

Code: Select all

[color=yellow]6/22/2006 - giwo (0.98-3.6f)[/color]
	Reduced the checking area when placing a house around small houses in house.dfn
Did you forget to commit the updated house.dfn?

Yup, looks like I did. :oops:
Scott
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Code: Select all

[color=yellow]6/23/2006 - grimson[/color]
	Changed the way the owner of an object is stored to use the serial of the owner.
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Code: Select all

[color=yellow]6/24/2006 - grimson[/color]
	Fixed two bugs in doLight() where we were sending the wrong light level to players.
User avatar
Xuri
Site Admin
Posts: 3704
Joined: Mon Jun 02, 2003 9:11 am
Location: Norway
Has thanked: 48 times
Been thanked: 8 times
Contact:

Post by Xuri »

Code: Select all

[color=yellow]6/25/2006 - Xuri[/color]
	Characters no longer turn criminal from attacking their own pets/summoned creatures
	DFN: Updated spells.dfn with correct reagent requirements
	Fixed several bugs with the JS-scripted clumsy, heal, feeblemind and magic-arrow spells:
		Could cast while having weapons equipped
		Could cast while jailed
		Could cast without consuming any reagents
		SoundEffects weren't working properly
		Healing would (by design) subtract health from the caster
		Debugmessages weren't commented out
-= Ho Eyo He Hum =-
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Code: Select all

[color=yellow]6/25/2006 - grimson[/color]
	Fixed loading of tempeffects when there is more than one effect saved.
	Increased the damage values of summoned creatures a bit.
	Fixed magic field effects.
User avatar
Xuri
Site Admin
Posts: 3704
Joined: Mon Jun 02, 2003 9:11 am
Location: Norway
Has thanked: 48 times
Been thanked: 8 times
Contact:

Post by Xuri »

Code: Select all

[color=yellow]6/25/2006 - Xuri[/color]
	Updated fishinglist.dfn with generic loot (paintins, weapons, gems, various flotsam)
	Updated create/tailoring.dfn, items/gear/provisions.dfn and items/itemmenu.bulk.dfn with new oil cloth
	Fixed the 'STAMINA command in stats.js. Had ".isChar" misspelled as ".isCHar"
	Added new JS-script: oilcloth.js - Functional oil cloths, used for cleaning poison off of weapons
	Character can no longer use locked down potions or food
-= Ho Eyo He Hum =-
giwo
Developer
Posts: 1780
Joined: Fri Jun 18, 2004 4:17 pm
Location: California
Has thanked: 0
Been thanked: 0

Post by giwo »

Code: Select all

[color=yellow]6/26/2006 - giwo (0.98-3.6g) [3.7 RC][/color]
	Fixed an issue causing not every instance of skill gain to use the amountToGain specified in skills.dfn.
	Changed MAX_NAME back to a 60 byte limit (note some Character packets only support 30 bytes).
	Moved CChar::lockstate and atrophy into PlayerValues_st
	Cleaned up CSkills::Atrophy and renamed it to HandleSkillChange() to better reflect it's functionality.
Scott
User avatar
Xuri
Site Admin
Posts: 3704
Joined: Mon Jun 02, 2003 9:11 am
Location: Norway
Has thanked: 48 times
Been thanked: 8 times
Contact:

Post by Xuri »

Fixed an issue causing not every instance of skill gain to use the amountToGain specified in skills.dfn.
There is an amountToGain value specified in skills.dfn? Where?
-= Ho Eyo He Hum =-
giwo
Developer
Posts: 1780
Joined: Fri Jun 18, 2004 4:17 pm
Location: California
Has thanked: 0
Been thanked: 0

Post by giwo »

Skills.dfn SKILLPOINT entry format:

lowSkill,chanceToGainOnSuccess,chanceToGainOnFailure,amtToGain

amtToGain is optional (defaulting to 1), so you could have an entry that looked like this:

SKILLPOINT=0,100,50,5
SKILLPOINT=100,75,35,2
SKILLPOINT=200,50,25


Notably amtToGain should actually be called amtToGainOnSuccess, as a failure will always yield a 1 point gain (if you gain).

[EDIT]

Notably, this feature was added by myself in 3.3c
Scott
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Code: Select all

[color=yellow]6/26/2006 - grimson[/color]
	Added an entry to jse_fileassociations.scp for the new oilcloth.js script.
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Code: Select all

[color=yellow]6/25/2006 - Xuri[/color]
	Updated fishinglist.dfn with generic loot (paintins, weapons, gems, various flotsam)
You forgot to commit this one :P.
User avatar
Xuri
Site Admin
Posts: 3704
Joined: Mon Jun 02, 2003 9:11 am
Location: Norway
Has thanked: 48 times
Been thanked: 8 times
Contact:

Post by Xuri »

Dooh! It's up now :P
-= Ho Eyo He Hum =-
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Code: Select all

[color=yellow]6/27/2006 - grimson[/color]
	Changed cMagic::SummonMonster() so that it creates summoned from DFN entrys to make it easier to
	customize them.
	Added magicsummon.dfn to the npc section, it contains the dfn entrys for the creatures that can
	be summoned.
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Code: Select all

[color=yellow]6/27/2006 - grimson[/color]
	Allow the body id to reach 0x3E2, so that the "dupre" body can be used without a problem.
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Code: Select all

[color=yellow]6/29/2006 - grimson[/color]
	Let chars run if they follow a running char.
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Code: Select all

[color=yellow]6/30/2006 - grimson[/color]
	Fixed a bug that caused the offline HTML files not to be written in some cases.
	Catch Serverlist entrys with less than 3 sections, these caused a crash when parsing the ini.
	Added %24time and %tstamp to HTML templates, %24time return the current time in the 24 hour
	format, %tstamp returns a unix timestamp.
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Code: Select all

[color=yellow]7/01/2006 - grimson[/color]
	Added new tag "MOUNTID" to creatures DFN, if this is set to the ID of a mount item the creature will
	be mountable.
	Updated creatures.dfn to make use of the MOUNTID tag.
	Removed CChar::IsValidMount( void ) as it is no longer of any use.
Locked