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

Where we archive the version changelog threads
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Xuri
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[color=yellow]7/01/2006 - Xuri[/color]
	New "AI"-Script: Cows may now (randomly) defend themselves from doubleclicks by falling over.
	Corrected various errors with liquid-containers (pitchers, bottles, goblets, etc.)
-= Ho Eyo He Hum =-
giwo
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[color=yellow]7/02/2006 - giwo (0.98-3.6h) [3.7 RC][/color]
	Removed door.cpp from the project.
	Modified the JS UseDoor() function to call the JS Event onUse() based upon the type of the item passed in.
	Fixed an issue causing AreaCharacterFunction and AreaItemFunction to return the number of objects they encountered
		rather than the number of times the function returns a "true" value.
	Modified TriggerEvent() to return true or false based upon the return value of the function.
	Moved doors out to JS.
Scott
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[color=yellow]7/02/2006 - giwo (0.98-3.6h) [3.7 RC][/color]
	Removed door.cpp from the project.
	Modified the JS UseDoor() function to call the JS Event onUse() based upon the type of the item passed in.
	Fixed an issue causing AreaCharacterFunction and AreaItemFunction to return the number of objects they encountered
		rather than the number of times the function returns a "true" value.
	Modified TriggerEvent() to return true or false based upon the return value of the function.
	Moved doors out to JS.
With this doors stay opened when you shutdown and restart the server while they were open. You also can't close them anymore then, because you get a message that they are blocked by something.
giwo
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Post by giwo »

Sounds like the tags aren't saving properly, I'll look into it.
Scott
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[color=yellow]7/02/2006 - giwo[/color]
	Fixed an issue causing several item values not to be saved.
	Updated doors.js to not display the "blocked" message if the door ID isn't recognized.
Scott
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Post by Grimson »

Now it works very good, thanks.
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[color=yellow]7/05/2006 - grimson[/color]
	NPCs can now walk through player ghosts.
	Player ghosts are only visible when they are in war mode and they will enter war mode
	when they speak.
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[color=yellow]7/06/2006 - giwo (0.98-3.6i) [3.7 RC][/color]
	Combined CChar:: emote(), emoteAll(), talk(), and talkAll() into a single function TextMessage().
	Renamed CItem itemTalk() to TextMessage() and modified it so passing a NULL socket sends the message to nearby players.
	Added two new optional parameters to JS method TextMessage(). allHear (defaulting to true) and txtHue.
Scott
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[color=yellow]7/07/2006 - Xuri (0.98-3.6j) [3.7 RC2][/color]
	Added scripted version of keys (now used instead of hardcoded ones), plus working keyrings
	Updated doors-script to make use of new scripted keys/keyrings as well as the new TextMessage arguments
	Added script=5013 (key.js) to [base_key] in dfndata\items\misc\keys.dfn
	Ghosts will no longer re-enter combat-mode if they speak while already in combat-mode
	Removed CombatWalk flag sent to ghosts when they talk, as player ghosts have no combat animations
	PLAYERPERSECUTION in uox.ini (allows ghosts to drain mana from other players) set to 0 by default
	 (Must be updated manually if using old uox.ini)
-= Ho Eyo He Hum =-
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[color=yellow]7/07/2006 - Xuri[/color]
	Modified damage output of summoned creatures in magicsummon.dfn, as they were too powerful
	The owner of two pets/summoned creatures will no longer become a criminal if the two pets/creatures fight
	Summoned creatures (and normal ones) will no longer cast Blade Spirit/Energy Vortex, as they caused flagging errors
-= Ho Eyo He Hum =-
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