Code: Select all
[color=orange]2/11/2007 - grimson[/color]
Small rewrite of the weather system. Calculate snow, rain and storm intensitys only every
server hour and use their values for the amount of weather effects on the screen.
Code: Select all
[color=orange]2/11/2007 - grimson[/color]
Small rewrite of the weather system. Calculate snow, rain and storm intensitys only every
server hour and use their values for the amount of weather effects on the screen.
Code: Select all
[color=orange]3/3/2007 - giwo (0.98-3.7l)[/color]
Allowed customization of supported client features via uox.ini
CLIENTFEATURES
SERVERFEATURES
Note that these are bit-settings similar to the way STARTPRIV works.
One will need knowledge of how to set individual bits in a value,
or an editor to customize these features.
Removed CLIENTSUPPORT from the uox.iniCode: Select all
[color=orange]3/24/2007 - grimson[/color]
Fix the onCreate JS script functions, they used the same event id. So if one didn't
exist the other was also marked as not existing.
Changed CPICreateCharacter::Handle(), if the start location for the new PC isn't send
by the client it now uses the first start location from the uox.ini instead of the fixed
location in britain.
Code: Select all
[color=orange]3/26/2007 - grimson[/color]
Use an enum for the states of the skill locks, makes reading the code a bit easier.
Fixed cSkills::HandleSkillChange(), the re-ordering of the atrophy created doubles
and dropped entrys.
Rewrote cSkills::AdvanceStats() so that the statlocks are actually used.
0.98-3.7l-experimental3 contains the fix already. Have a look at this post:stranf wrote:Grimson, could you let me know when you post an expiremental build that includes your atrophy fix?
Thanks.
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[color=orange]3/30/2007 - grimson[/color]
Fixed cMagic::CheckBook(), it was calculating wrong numbers for the spells.
Let chars randomly fall forward or backward when they die.
The DISPLAYHITMSG setting from the uox.ini now also controls the damage display.
I don't think so. I personally use JCreator for those things, as it also supports the use of regular expressions.stranf wrote:Does the program you sent me in the link do a folder search and replace?
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[color=orange]3/30/2007 - grimson[/color]
Corpses should now display the hair and beard of the char they where created from.
Modified CItem::SetCont() so that it checks against the item layer instead of fixed
IDs to see if an item is hair or a beard.Code: Select all
[color=orange]3/31/2007 - grimson[/color]
Added elven hair styles to the dfns.Code: Select all
[color=orange]4/09/2007 - grimson (0.98-3.7m)[/color]
Added a new setting to the uox.ini, LOOTINGISCRIME. If you set it to 0 looting
corpses of innocent chars is not taken as a crime.
Fixed and changed parts of the walking code. If NPCs have the RUNS tag set they
will really run when they attack, instead of just showing the running animation.
Tamed chars will now run, if the char they follow is running, this should reduce
the warping effect of them a bit.Code: Select all
[color=orange]4/09/2007 - grimson[/color]
Remove some not needed code and slow fleeing NPCs a bit down, so that other chars
can still catch up with them.Code: Select all
[color=orange]5/19/2007 - Xuri[/color]
Items with wipable status set to 0 should no longer be removed when using the 'WIPE command
Added support in doors.js for linked double-doors that will both open at the same time
Added new command - 'LINKDOORS - used to link doubledoors together, and 'UNLINKDOORS to unlink them
Added new script (bankers.js) that replaces hardcoded banker-AI and adds CHECK and DEPOSIT # / <target> commands
Added new script (bankcheck.js) that handles the functionality of bank-checks
Assigned script 3201 to bankers, and removed NPCAI=8
Changed mapdefinitions (maps.dfn) for Trammel to map1.mul, statics1.mul and staidx1.mulCode: Select all
[color=orange]5/20/2007 - Xuri[/color]
Added teleport locations for Malas and Tokuno to moongate.js, and added configuration values at top of scriptCode: Select all
[color=orange]5/25/2007 giwo (0.98-3.7n)[/color]
Added JavaScript function "Moon( moonNum, newVal )" which will get and set the server moon values.
Modified JavaScript Item.decaytime and Item.tempTimer to calculate the new value as a future time in seconds (unless a 0 is passed).
Fixed door.js allowing a locked door without an associated key to always be openable.
Seems they need to be slowed down a bit more, or allow NPCs instant attacks the moment they get within range... I just witnessed a fighter NPC chasing a wounded ORC through miles of forest (in a straight line) without ever managing to land a blow on it, despite catching up to it momentarily all the time.Grimson wrote:Code: Select all
[color=orange]4/09/2007 - grimson[/color] Remove some not needed code and slow fleeing NPCs a bit down, so that other chars can still catch up with them.