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07-03 Syzygy
Added length validation for the 0xBD (client version) packet.
07-01 Syzygy
ecompile looks for ecompile.cfg in the current directory before looking where the binary is.
ecompile now flags the following as errors:
var s := "1234" + ;
var a := +;
var a := { 4, +, 6 };
06-30 Racalac
account.SetName() takes an optional second parameter for new account password. If you have RetainCleartextPasswords=0,
then you must pass a new account password, or you will get an error.
default WeatherType for a region is now 255 (no weather), not 0 (rain).
06-30 Syzygy
Corrected a crash exception on character creation if a control character was included in the name.
Fixed a crash bug when displaying corpses in some circumstances.
06-25 Syzygy
Items which specify "SaveOnExit 0" will have serials allocated from the same range as normal items.
This also fixes a bug where duplicate serials could be allocated for nonsaved items.
06-24 Racalac
Changed MD5 hashing flags to work on a broader range of windows installations.
Instrinsic NPC weapons now are read-only for: hp, maxhp_mod, quality, dmg_mod.
06-20 Syzygy
account.GetCharacter and account.DeleteCharacter will no longer accept an index of 0
Fixed a problem with character creation that could result in characters being written
with 'CharIdx -1' (these were all failed character creations)
Character creation will refuse to create a character with control characters in the name (newline, for example)
06-19 Racalac
Added a 2 minute timeout for closing sockets POL has not received any data on. The client normally sends keep-alive
messages every 60 seconds. This may fix the "number of connections reported much higher than the number of clients"
bug.
06-19 Syzygy
Fixed an access violation if a negative X or negative Y value was passed to various functions
canInsert / onInsert script rework, part 3: changing parameter order to make things more consistent:
adding an amount to existing stack:
canInsert( mob, container, movetype, INSERT_INCREASE_STACK, adding_item, existing_stack, amt_to_add )
onInsert( mob, container, movetype, INSERT_INCREASE_STACK, uninit, existing_stack, amt_to_add )
(NOTE: for canInsert, adding_item can be an uninit, if one of the CreateItem functions is merely adding to an existing stack.
By the time onInsert is called, adding_item is gone.)
adding new item:
canInsert( mob, container, movetype, INSERT_ADD_ITEM, adding_item )
onInsert( mob, container, movetype, INSERT_ADD_ITEM, adding_item )
Fixed a race condition which could cause socket error 10038
06-18 Syzygy
escript: array + array will return a concatenation of the arrays:
{ 3,2,6 } + {6,4} returns {3,2,6,6,4}
AddMenuItem will once again accept 0 as a valid objtype
TargetMultiPlacement will once again accept objtype values between 0x4000 and 0x4fff
**** A VERY SPECIAL NOTE ****
It would be best if you defined all your your objtypes in the range 0x5000 to 0xEFFF.
See notes under POL092-2000-12-11 for how to specify OldObjType in itemdesc.cfg to convert objtypes at load time.
*** END VERY SPECIAL NOTE ***
06-16 Syzygy
Fixed typo in RESURRECT_FORCELOCATION flag
The main listen thread will no longer be started if ListenPort=0
All intrinsic weapons and storage area root items are now always marked inuse
- this way, DestroyItem, EquipItem, dragging etc won't work on these types of items
(this was a cause of the dreaded 'itr != wc.items.end()' assertion failures)
Fixed a memory leak in GetItemDescriptor()
Added sanity checking in GetItemDescriptor use in case you set descriptor.CProps to other than a dictionary,
or StackingIgnoresCProps to other than an array, to detect this rather than crash.
canInsert / onInsert script rework, part 2:
old:
can/onInsert( owner, container, item, movetype )
can/onInsert( owner, container, item, movetype, amtadded ) (sometimes)
new:
adding an amount to existing stack:
canInsert( mob, container, movetype, INSERT_INCREASE_STACK, existing_item, amt_to_add, adding_item )
onInsert( mob, container, movetype, INSERT_INCREASE_STACK, existing_item, amt_to_add )
(NOTE: adding_item can be an uninit, if one of the CreateItem functions is merely adding to an existing stack.
By the time onInsert is called, adding_item is gone.)
adding new item:
canInsert( mob, container, movetype, INSERT_ADD_ITEM, new_item )
onInsert( mob, container, movetype, INSERT_ADD_ITEM, new_item )
These are the times when canInsert / onInsert scripts are called:
Client drag/drop
vendor buy: when moving items to the player's backpack
vendor sell: when putting gold in the player's backpack
secure trade, when cancelling or confirming a trade
MoveItemToContainer
CreateItemInContainer
CreateItemInInventory
CreateItemInBackpack
Since I didn't actually test the backtrace-on-assertion functionality under Linux, it didn't work.
Now it does.
console.cfg is now reloadable (ReloadConfiguration, or SIGHUP)
Added file.em module:
ReadFile( filename ): read a text file
reads a text file
returns contents as an array of strings
removing newlines
WriteFile( filename, contents ): write a text file
contents is an array of strings.
appends newlines.
creates file if it does not exist.
renames existing file to filename.bak
AppendToFile( filename, morelines ): append to a text file
morelines: an array of strings
appends newlines.
creates file if it does not exist.
LogToFile( filename, textline ): append a single line to a text file
appends newlines.
creates file if it does not exist.
By default, no package has any file access rights.
config/fileaccess.cfg: reloadable config file, grants access. Example:
FileAccess
{
AllowRead 1
AllowRemote 1
Package testfileaccess
Extension .cfg
Extension .src
}
FileAccess
{
AllowWrite 1
AllowRemote 0
Package testfileaccess
Extension .txt
}
FileAccess
{
AllowAppend 1
Package *
Extension .log
}
06-15 Syzygy
new pol.cfg option: AssertionFailureAction = abort/continue/shutdown/shutdown-nosave
abort: (like old behavior) aborts immediately, without saving data.
continue: allows execution to continue.
shutdown: attempts graceful shutdown
shutdown-nosave: attempts graceful shutdown, without saving data.
If the assertion occurred during execution of a script, either 'shutdown', 'shutdown-nosave', or 'continue'
will abort that script, displaying the script name and PC.
Added uo.em function: ListMultisInBox(x1,y1,z1, x2,y2,z2) lists multis that have at least one static within the volume specified.
Resurrect takes an optional parameter. If you pass RESURRECT_FORCELOCATION, will not check for blocking objects.
Be sure you know what you're doing if you pass this flag.
Just a note: if you're using Listener entries in uoclient.cfg, you should set ListenPort=0 in pol.cfg
ecompile: uses ECOMPILE_CFG_PATH environment variable to find ecompile.cfg, if present.
(note that normally it tries to look where the executable is. Some shells don't always pass this,
particularly if you're using batch files or shell scripts - try putting the full path to ecompile in your batch file)
Added a bewildering number of options to ecompile.cfg:
DisplayWarnings = 0/1 (same as -w flag)
CompileAspPages = 0/1 (same as -a flag)
OnlyCompileUpdatedScripts = 0/1 (same as -u flag)
GenerateDependencyInfo = 0/1 Generate .dep files whether or not updating
DisplayUpToDateScripts = 0/1 Display the "xxx/script.ecl is up-to-date" message, or not.
AutoCompileByDefault = 0/1 If set, and you don't pass any script names or -r or -A, will perform an auto compile.
UpdateOnlyOnAutoCompile = 0/1 If set, autocompile will only update modified scripts.
DisplaySummary = 0/1 Displays overall totals after compilation, unless compilation aborted due to a compile error.
These are the settings I like:
GenerateListing 1
GenerateDebugInfo 1
GenerateDebugTextInfo 1
DisplayWarnings 1
CompileAspPages 1
AutoCompileByDefault 1
UpdateOnlyOnAutoCompile 1
OnlyCompileUpdatedScripts 1
DisplaySummary 1
GenerateDependencyInfo 1
DisplayUpToDateScripts 0
This way, if I'm editing scripts, I just type 'ecompile' and it compiles everything that's
changed. If I want to compile a particular file, I pass its .src name on the command line.
06-13 Syzygy
mob.backpack.container now returns a mobileref to the owner.
bugfix: buyprice was sometimes being incorrectly read as 2147483647, after being
gratuitously written as 4294967295. This value is now detected and ignored.
Resurrect() will return an error if the mobile's location would be blocked if the mob were alive (ie by a door)
LOS to an object is no longer blocked by the parts of other objects that share the same space with it.
For example, this means:
If two chests sit at the same place, neither blocks LOS to the other.
If one chest is at Z=1, and the other at Z=2, LOS to the first can be blocked by the second, if looking from above.
If a ghost is standing in a closed doorway, you can still have LOS to it. (but note the change to Resurrect above)
Fixed: When sending mana level, sometimes the "current value" would be sent in place of the "maximum value", making it look like the mob had 100% mana.
ondelete scripts are now passed an offline mobileref.
Minor overhaul for onInsert scripts:
MoveItemToContainer:
now calls onInsert script _after_ putting the item in the container.
CreateItemInContainer, CreateItemInInventory, CreateItemInBackpack:
now call the onInsert script _after_ putting the item in the container.
when adding to an existing stack, passes the "amount added" as noted in the POL092 changelog.
(it was passing the size of the existing stack)
!!
I have just noticed that when any of these adds to an existing stack, the canInsert
script is called with these parameters: canInsert( mobile, container, existing_stack_already_within_container, MOVETYPE_PLAYER )
This is no good. More thought required.
When purchasing from a vendor:
onInsert called _after_ putting the item in the PC's backpack.
06-12 Syzygy
escript changes:
Added (yet another) syntax for declaring initialized arrays:
var x := array { 4, 3, 2 };
this is more consistent with struct { x, y, z } initializer syntax.
array(8,3,2) looks too much like it's creating a multi-dimensional array, so I don't like it anymore.
Added syntax for declaring initialized dictionaries:
var x := dictionary { "abx" -> 72, "xyz" -> 32 }; // direct
var key := 5, value := "x";
var x := dictionary { key -> value }; // indirect
var x := dictionary { "abc", "cyz" }; // values start as uninit
var pfx := "X";
var v := 7;
var x := dictionary { pfx+"abx" -> 72, pfx+"xyz" -> 32+v }; // with expressions
These are the preferred forms for declarations (see how they match?)
var x := array;
var x := dictionary;
var x := array { 53, 76, 32 };
var x := struct { x, y, z };
var x := dictionary { "ABC" -> 62 };
Expressions like these will now be flagged as errors by the compiler:
var x := { 2, 6, };
var x := array { 2, 6, };
var x := array( 2, 4, };
var x := struct { a, y, };
var x := 4 array;
bitwise operations are now optimizable:
int & int
int | int
int ^ int
~ int
ecompile changes:
new ecompile option: -C <config file path>
new ecompile option: -A
"Auto compile", I guess - compiles scripts in your PolScriptRoot and all enabled packages under your PackageRoot directories.
(like -r, but knows where to go, using ecompile.cfg)
Fixed two memory leaks. ecompile is now much more svelte when it runs, especially on directory trees.
06-11 Syzygy
structs will again allow the obj[ keyname ] syntax, but only for strings.
if you pass a number, your script will abort. If you pass another kind of object,
an error will be returned. This is meant to help you quickly find cases where a script
pretends that a struct is an array, which is not the case.
fixed a compiler bug where the following would compile:
var a, b, c;
a := b { c, b };
AppendConfigElem will either accept an array of arrays, as it does now,
or an array of struct { name, value }
06-10 Syzygy
linux: SIGUSR2 will now display a stack backtrace to console, and continue execution.
linux: properly set socket nonblocking options after accept()
(learned, first from intense googling, then ironically enough from 'man accept', that
linux can't be bothered to adhere to BSD norms in the "BSD sockets" interface, and
instead discards socket options on accept()'ed connections)
Note: there's a hole in the aux client interface obj.transmit() function, where it
can still block, but it shouldn't be a problem if you're just using it to feed
a local web server.
06-10 Syzygy
It is once again possible to use mobrefs / itemrefs etc as keys to dictionaries.
structs are now totally different objects than dictionaries. They can only contain named members,
and the [] operator no longer functions on them.
Also, struct names are now case-insensitive
For structs, you should use operations like this:
var a := struct { x, y, z };
a.x := 5;
var b := struct;
b.+g := 6;
For dictionaries, you should use operations like this:
var a := dictionary;
a[57] := 4;
a["XY"] := "Z";
a.erase( "XY" );
06-09 Syzygy
removed 'SellPrice 4294967295' and 'BuyPrice 4294967295' spam from items.txt etc.
revised signal handling for linux.
06-08 Syzygy
Added dirty flag to all mobiles/items. This should be set when anything on the object changes, and cleared on world save.
Fixed a crash bug when a container previously send with SendOpenSpecialContainer was deleted.
Fixed a crash bug on shutdown having to do with the thread registry.
SaveWorldState() now returns a structure on success:
struct { CleanObjects, DirtyObjects, ElapsedMilliseconds };
internal change: The following will now return a true 'struct', rather than an array bastardized with element names:
(If you access these with obj.elemname you will have no trouble; if you use obj[1] etc you will have to make changes)
object methods/properties:
mobile.reportables
polcore().script_profiles
polcore().iostats
polcore().queued_iostats
uo.em:
TargetCoordinates
SelectMenuItem
GetPosition
GetMapInfo
GetStandingHeight
npc.em:
Position()
events (all):
speech events
unicode speech events
damaged events
engage events
disengage events
item-given events
dictionary object methods now explictly check that key objects are either an integer, a real, or a string.
06-07 Racalac
Major Addition: You may now specify properties for an item during creation. Here are the mechanics:
polsys.em: GetItemDescriptor(objtype or name) returns a struct of all the itemdesc.cfg properties
for the specified objtype. You can use this to print the contents:
var ret := GetItemDescriptor(objtype);
foreach thing in ret
print(_thing_iter + ": " + thing);
endforeach
There are a couple special members. "CProps" is a dictionary of string->object pairs (object could be any
packable type). "StackingIgnoresCProps" is an array of strings. You may edit the values in this dict
but not all are assigned per-item (meaning it will do nothing). The item create functions accept this
dictionary in place of the objtype / objtypename parameter.
For example, to create a new item that will automatically stack with an existing stack with non-standard
color and cprops, it would look like:
var ret := GetItemDescriptor(objtype);
ret.Color := 0x10;
ret.CProps.insert("blah","1"); //assuming the existing stack have this color and cprop
ret.StackingIgnoresCProps.append("blingbling");
var item := CreateItemInBackpack(who,ret,10);
06-07 Syzygy
SystemFindObjectBySerial now returns proper multirefs for multis
fixed a place that switched cout to hex formatting without switching it back
06-06 Syzygy
Added automatic lockup detection: thread status will automatically be displayed after 30 seconds.
Fixed a potential corruption error during queued data mode.
06-05 Racalac
Changed: pol.cfg EncryptPasswords to RetainCleartextPasswords (default 1). NOTE this is logically opposite
to the old EncryptPasswords option. We now ALWAYS MD5 hash passwords and ALWAYS store them. Make this
option 1 if you want to also retain normal passwords, 0 if you only want the hashed passwords stored.
Added: PasswordOnlyHash is written to accounts.txt. If the cleartext password is missing, it will be
empty until the account successfully logs in.
Added: account.PasswordHash (password only hashed), and account.UsernamePasswordHash (username + password
hashed). account here is an account script object, i.e. character.acct.
Added: accounts.txt reading info, X elements in Y ms.
06-05 Syzygy
The .NET build now uses STLport 4.5.3 instead of MS's crappy implementation.
It seems to be a bit faster now.
Some comparison sysload numbers, using Xandros' huge shard data:
.NET old: 100(33018), 100(16326), 100(62705), 100(64700), 100(66679), 100(67030), 100(67030), 93(53725), 5(0), idle
VC6 05-24: 98(33533), 100(18338), 25(1519), 0(0), idle
.NET now: 35(19292), 6(1), idle
win32: we now retrieve CPU time used from the OS. This is reported as cputime, when sysload
is reported. cputime is read once a minute, and the value displayed is the number of microseconds used.
So, if cpuload is 10,000,000 then 10 seconds of CPU time were used.
It doesn't look possible to get this on linux without considerable teeth-pulling.
pol.cfg: ListenPort is now optional. If you don't set it, or set it to zero, it won't be used.
Added to polsys.em: SetSysTrayPopupText( text )
06-04 Syzygy
performance improvements:
ListMobilesNearLocation
ListMobilesNearLocationEx
ListGhostsNearLocation
Speech (sending events to NPCs)
06-03 Syzygy
escript: fixed a bug where the compiler could emit corrupt code if an IF statement was optimized away
equipment.quality is now stored as a double-precision float, so equality comparisons should work better now.
Added itemdesc.cfg flags. These apply to everything, even your own backpack.
CanUseWhileFrozen = 0/1
CanUseWhileParalyzed = 0/1
Removed internal command: .t_setusescript
Renamed internal ".props" command to ".t_props". This script should replace it:
use uo;
program dot_props( who )
var what := Target( who );
if (what)
var names := what.propnames();
if (names.size() != 0)
foreach propname in names
SendSysMessage( who, propname + ": " + what.getprop( propname ) );
endforeach
else
SendSysMessage( who, "No properties." );
endif
endif
endprogram
06-02 Syzygy
Modified i/o handling to better deal with unexpected signals (EINTR - socket error 4)
escript: equality comparisons for floats will allow for small differences (0.00000001)
win32 .NET build: changed some compiler settings to improve performance
05-31 Syzygy
Backed out the 05/26 SetRegionWeatherLevel change which was causing a stack overflow
(which then caused pol to exit without any message)
Corrected music, justice, and weather zone switch handling. They were broken
(would do no processing if you moved either into or out of a location entirely outside the regions)
Note: set the weather type to 255 to turn weather off.
05-29 Syzygy
Target() will return a proper multiref if a multi is targetted (usable with DestroyMulti etc)
This does not apply to floors, etc - only ship masts and so forth.
Any function taking an objtype as a parameter will return an error if the objtype is not defined.
Note that all objtypes in the 0x0000-0x3fff range are implicitly defined.
(previous behavior was to throw an exception reporting that the objtype defined no graphic)
05-28 Syzygy
New console command [threadstatus] will display thread status and checkpoints
Thread status is now available on win32 as well as linux.
05-26 Racalac
Fixed: SetRegionWeatherLevel should work now!
Changed: Removed client 2.0.* weather packet disable. Let us know if there are still weather problems with
2.0.* clients.
05-24 Syzygy
Fixed: a crash when an NPC killed itself in its script
Masked: crashes at shutdown due to leftover objects. The objects will be leaked rather than attempt destruction.
(if we can find out _why_ we have leftovers, we won't get these crashes at all - this crash in particular is a symptom)
05-23 Syzygy
Fixed: NPC weapons will use the hitscript specified, not the wrestling hitscript
Fixed: Display issue (1.26.4 clients only) when dragging an item to a mob that is too far away.
Linux build: Added segfault handler - will dump a stack backtrace to stderr before aborting.
please forward these (they'll just be a set of numbers) to PCT, if you're running the latest linux build.
escript: added more convenient syntax for declaring structures:
var t := struct { a, b, c }; // basic
var t := struct { a := 4, b := "hey", m := foo(bar(4)) }; // initialized
var t := struct { a := 4, b := struct { g,h,i }, c }; // with nested structures
05-22 Syzygy
NPCs will be destroyed immediately when they die, rather than a little later.
It should now be impossible to "kill" an NPC twice, ending up with multiple corpses.
There may be cases where an NPC will be only partially killed. We don't know why yet,
but there will now be log information to help us find out why. If you find an NPC that can't be
killed, please check your logs for output containing: "Abnormal end after checkpoint" and post to PCT.
NPCs will use their intrinsic weapon templates again. They were using human wrestling.
Log additions: character creation, deletion
05-20 Racalac
Fixed: boat planks were not cleaned up correctly
For debugging: leftovers.txt is written to the pol directory on shutdown, contains serial and name for
objects that survived cleanup somehow.
05-17 Syzygy
pol.log will now roll over every day. Old logfiles will have names of the form: pol-YYYY-MM-DD.log
05-17 Racalac
Added new pol.cfg option: EncryptPasswords=0/1 (default 0), if =1, the server will encrypt all passwords
and all plaintext passwords will be lost! YOU CANNOT GO BACK AT THIS POINT WITHOUT RESETTING ALL THE
PASSWORDS ON THE SERVER. So be careful about setting this option to 1! Don't make me have to repeat
myself! I mean it!
05-17 Syzygy
Fixed a crash caused when a script accessed container.container on something in a mob's backpack.
05-16 Syzygy
item.setcolor( color ) will return an error if the specified color is > 0xFFF
(it will still mask off the high bits and use what's left, though)
Alt-Tab should no longer show a window called "Dialog" while POL is running.
Fixed an assertion failure on load if a mobile or container failed to create completely.
05-15 Racalac
Added: MD5 hashing of passwords. accounts.txt "Password" property is automatically converted, and saved
back to "PasswordHash". No passwords are stored in plaintext on disk or in memory anymore, so full
memory dumps should be safe from nosy people. MD5 strings cannot be reversed back to the original
plaintext password.
05-15 Syzygy
HitScript will be read from itemdesc.cfg entries for weapons, and used.
OnHitScript will be read from itemdesc.cfg entries for armor, and used.
AttackMinRange and AttackMaxRange will be read from npcdesc.cfg
uoclient.cfg can now specify multiple ports to listen for clients on, and the encryption to use with each.
Here is an example:
Listener
{
Port 7011
Encryption ignition
}
Listener
{
Port 7012
Encryption 1.26.4
}
Note that the Port specified overrides the value from servers.cfg.
05-13 Syzygy
Changing an item's graphic will also set its height accordingly.
There's now a little system tray icon that will let you stop POL. Maybe later it'll let
you look at the console output or logs. We're accepting fan art for the icon :-)
You'll need to uninstall and reinstall the service (pol -u, then pol -i) for the tray icon
to be able to appear.
start.log will now be written properly when POL is run as a service.
05-11 Racalac
Changed: With the CreateItemInContainer/Backpack functions, a new stackable item will not be added to
an existing stack unless the existing item stack has color equal to its itemdesc.cfg color property
AND has equal CProps as its itemdesc.cfg entry (not counting locally and globally ignored cprops)
05-11 Syzygy
process.kill() will immediately kill sleeping scripts, as well as scripts being debugged.
(previously, script process would not die until the script woke up, if it was sleeping.)
Mobiles will now break off an attack when an opponent changes from non-Innocent to Innocent.
(previously, this happened for PCs, but not for NPCs, particularly pets)
05-10 Racalac
Fixed another 4.0.0e client hang issue.
05-09 Syzygy
Undid my brain-dead repsys timer change which was causing lockups.
05-08 Syzygy
POL can now run as a service:
1. Put the executable in your POL directory (as always...)
2. Run 'pol -i' to install. 'pol -u' will uninstall if needed.
3. Recommended: Use the service manager to change the login from 'LocalSystem' to some account.
4. Start the service
05-07 Racalac
Added new pol.cfg option: "MiniDumpType", determines the type of crash dump created. "small" is the
normal minidump (default), "large" is the full memory space for POL (creates large files, but much
more useful to the developers). Case-sensative.
05-07 Syzygy
Corrected possible crash bug in repsys handling
Corrected repsys timeout logic (would sometimes timeout early, would sometimes never time out)
Corrected possible crash bug related to client reconnections and interactive scripts
04-25 Racalac
Fixed: CreateItemCopyAtLocation now copies cprops correctly.
Fixed: Dead NPC taking damage somehow is now killed.
Added: servspecopt.cfg property: UOFeatureEnable, used in the last dword of the 0xA9 login packet.
Probably has no effect (and possibly ill effects) until client messages like 0xBF 0x13 are
handled.
04-18 Racalac
Fixed: Generic Gump textentry should work again for ANSI characters.
Added: Linux console command support
04-13 Racalac
Fixed: Input is rejected for SendTextEntryGump if the string contains a control character (newline, etc)
Fixed: Generic Gump 'textentry' will strip out any control characters from user input.
04-10 Racalac
Fixed: Moving a character during logout no longer throws an exception (introduced 3/27)
04-09 Racalac
Fixed: MoveBoatXY did mot move items on deck properly.
04-06 Racalac
Change: Call Attribute Intrinsic Modification exported functions before Vital Maximum and Regen.
Note: clients 4.0.0e and newer do not like the uoclient.cfg setting EnableControlFlowPackets enabled,
and causes login to fail. No way around this it seems.
03-27 Racalac
Added: boat.em: MoveBoatXY(boatref,x,y)
Fixed: MoveCharacterToLocation with an offline character could cause an exception.
Fixed: who.multi was not returning a boat ref, when appropriate.
03-25 Racalac
Fixed: 4.0.0e login issue (login tested with 4.0.0e (uorice), 4.0.0c (uorice), 3.0.8q (uorice),
2.0.0b, and 1.26.4b. (2.0.0g still doesn't work, oh well..)
03-24 Racalac
Fixed: Login (A9) packet was the wrong length (might fix 4.0.0e login issue)
Fixed: Maps didn't work with set/get_member()
Fixed: Multi.isa wasn't working
03-20 Myrathi
Fixed: ECOMPILE will no longer compile files with .src/.hsr/.asp/.inc
*anywhere* in the filename. These extensions must now be at the *end*
of the filenames for them to be compiled! (fixes 'file.src.bak' bug)
Found: Undocumented ECOMPILE option: -ri [dir]
Same as '-r' except it recursively compiles .INC files! Useful for
testing that your include files compile!
Fixed: ECOMPILE options bug: -r [dir] / -ri [dir]
These options will no longer 'eat up' options that follow them on the
command line ("-r -u" would incorrectly 'eat' the "-u" option!). Such
an option would be equivalent to "-r . -u" (recurse current folder).
NOTE: If you need to compile files AS WELL AS recursing the current folder
you MUST add the '.' (no quotes) so it doesn't treat the files as a
folder (WRONG one would try to recurse the FOLDER 'myscript.src'!)
This is WRONG: ECOMPILE.EXE -u -r myscript.src
This is RIGHT: ECOMPILE.EXE -u -r . myscript.src <-- note the '.'
03-19 Racalac
Changed the order of calling the Vital Maximum and Regenerate functions via RecalcVitals().
Order is: Maximum function, Regenerate function.
Important CFG change: Set Weapon 0xF020 to SaveOnExit 0. This will force the intrinsic NPC
wrestling weapon to a non-saved serial number.
Fixed 03-18 npctemplate oversight.
03-19 Myrathi
Added: extra 'movetype' parameter to Can/OnInsert and Can/OnRemove scripts.
The values returned in this parameter are as follows (new constants in UO.EM)
- MOVETYPE_PLAYER : physically moved (dragged) by a player
- MOVETYPE_COREMOVE : moved by the core (eg, MoveItemToContainer().)
And in the *Insert scripts only...
- MOVETYPE_CORECREATE : created by core (eg, CreateItemInBackpack().)
Example:
use uo;
program caninsertscript(character, container, item, movetype)
if ( movetype != MOVETYPE_PLAYER )
// allow any movement/creation by core functions
return 1;
endif
// insertion by a player must be validated
// ...extra code here...
endprogram
03-18 Racalac
Fixed: "npctemplate" was not initialized on start-up when the exported
vital functions were called.
Added: pol.cfg options:
ReportRunToCompletionScripts=0/1 (default=1)
ReportCriticalScripts=0/1 (default=1)
- Set to 0 to remove the "Script X running..." (RTC) and
"Critical Script X has run for X instructions..." console messages.
03-16 Myrathi
Fixed RequestInputUC() input-validation issue (control-characters are now
correctly identified).
Returns:
- 0 (zero) if input is cancelled.
- a struct: 'uc_text' => Unicode Array, 'lang' => 3-char language code
- an error, when appropriate (see .errortext)
03-16 Racalac
Added error message for thread exceptions, AUX service.
Fixed annoying garbled "Listening for HTTP requests on port" message.
Fixed up RequestInputUC().
03-16 Myrathi
Added: UNICODE.EM function RequestInputUC(): works the same as UO.EM's
RequestInput() function except it takes 'unicode array' and 'language
code' parameters in place of the 'prompt' parameter. The 'item'
parameter is still simply a placeholder and a client cannot act upon
one of these functions if the other has already been called (you'll
get the "Another script has an active prompt" error).
03-15 Racalac
Added uoclient.cfg property: MaxSkillID ("General" section,default 51 if not found). Use this depending on
what client versions connect to your server. Newer clients can handle more skill IDs and older clients
(which often crash being sent skillids above 48). You must have skills.cfg entires for each skillid up
to MaxSkillID.
03-14 Racalac
Added ClientEncryptionVersion "none" and "uorice" to help newbies. These are identical to "ignition".
Linux Build:
This is Rac's first linux build, and hopefully it's improved. Previously, linux builds were made
using STLport and NO compiler optimizations. This build was made with libstdc++ 5.0.2, glibc 2.3.2
(with linuxthreads 2.3.2), gcc 3.2.2, and kernel 2.4.20. Consider using the same version libs as these.
Also, optimizations are turned on in this build (they were turned off because of inexplicable segfaults.
Hopefully, new build lib versions help this).
03-13 Racalac
Fixed linux ".unload" crash.
Fixed exception with Character serial 0x1.
03-12 Myrathi
Fixed: RadToDeg() and DegToRad() in MATH.EM. They now work the right way around. :)
03-10 Racalac
Save character and item serial counter to pol.txt.
Increased Maximum UO SkillID to 51 (skills.cfg requires an update).
Fixed 03-08 bug: new multis not found with SFOBS.
03-08 Racalac
Implimented Serial Recycling:
When POL reaches the maximum serial for characters (0x3FFFFFFF) and items (0x7FFFFFFF), it will then
search from the minimum serial (1 for characters, 0x40000000 for items) for an unused serial to give.
Note, nothing is done about CProps which store serials referring to destroyed objects. Hopefully with
this system of reusing the "oldest" unused serial will avoid most of these problems.
Very Significant speed improvement for all SystemFindObjectBySerial calls (including internal ones)! Your
start-up times (with CheckIntegrity enabled) should be vasty improved.
Fixed build so minidumps should give more information.
02-18 Racalac
Removed unecessary equip layer check (some items in client 4.0.0 were prevented from being equipped due to
a client bug).
02-09 Racalac
Added: new servspecopt.cfg options: DefaultContainerMaxItems (default 125) and DefaultContainerMaxWeight
(default 250). These values will be used for containers that do not define "MaxItems" and "MaxWeight"
in their itemdesc.cfg entries.
Added: OS.EM function: is_critical(). Returns 1 if the calling script was set critical, else 0.
Fixed: client version string was being limited to 10 characters.
02-09 Racalac
Changed: CheckIntegrity=1 in pol.cfg now also checks storage areas and offline character for duplicate serial
items (This extends start up times).
02-08 Syzygy
Sort-of fix for shards with data files with very high serial numbers:
if 0x4effffff <= serial <= 0x40000000, serial will be allocated as a normal serial
if 0x7fffffff <= serial <= 0x4f000000, serial will be allocated as a "nonsaved" serial.
The upper range for "saved" serials will not be raised at this time.
02-04 Racalac
Changed: PushthroughHook array of obstructors now includes hidden mobiles.
Changed: renaming a stackable item a specific name will now prepend the amount to the single-click description.
i.e. rename 2 items 'sucky item', then stack will produce a desc of '2 sucky items'.
Fixed: character.height was being assigned an incorrect value on start, causing LOS problems.
02-03 Racalac
Fixed: offline boat travelers were not being processed correctly on startup, leaving them behind on the water.
Added: POL now supports Minidumps on Windows. If you are running POL on Windows XP, you do not need to do
anything to enable this. Before Windows XP, you need a new "dbghelp.dll" with version 5.1 or greater in your
POL directory. I've uploaded a redistributable version on core-test, this will be available and/or included
in the final 095 core package.
What Minidumps do: When(/if!) POL crashes, you will no longer see the cryptic dump of registers and call
stack. Instead, POL will log and print on console that it has created a ".dmp" file in your POL directory.
This file is much much more useful to us for debugging a crash than the simple text dump as before. This
File should be sent to the developers along with the usual "what I did to cause this crash" information.
If you run Linux, everything should work as before.
Added: Newly created NPCs send and receive SYSEVENT_ENTERED_AREA events with the NPCs around them.
Fixed by Syz: While on a moving boat, mobile's names no longer flash, and it's much easier to talk on a moving
boat. Only annoyance is now mobiles show the walk animation while the boat moves (but don't move anywhere)
02-02 Syzygy
Added minidump support
02-01 Syzygy
CoreRequired in pkg.cfg can now be a full version string (ie "POL095-2003-02-01" )
(pkg)/uoclient.cfg can now contain a 'Protocol' element:
Protocol
{
#
# EnableFlowControlPackets: use the 0x33 (0x00 / 0x01) pause/restart packets.
# Though OSI seems to no longer send these packets, they seem to help with smoothness,
# particularly with boat movement.
EnableFlowControlPackets 1
}
01-30 Racalac
Fixed: "TrueObjtype" was not read correctly on startup.
Fixed: coordinate bounds checking for CreateNPCFromTemplate and CreateMultiAtLocation (still be careful with
this latter one, if some part of the multi overlaps beyond the map edge, it will cause problems)
Fixed: unequiptest and equiptest are now automatically reloaded after an .unload or .unloadall
01-28 Racalac
Fixed a crash with destroying items in core-called run-to-completion scripts (like OnInsert) introduced 01-26
01-26 Syzygy
foreach will no longer iterate over error objects
01-26 Racalac
Added better stacking control over CProps: You can now specify specific CProp names that will be ignored when
items are being stacked. There are two ways to do this:
-Template level: new Itemdesc.cfg property: StackingIgnoresCProps, a space-delimited list of case-sensative
cprop names to ignore only for stacking items of this objtype. i.e.:
StackingIgnoresCProps propname1 propname2 etc.
-Global level: A new packagable config file stacking.cfg (can be in /config and/or any package) specifies
lists of CProp names that are ignored for all stacking items (duplicate names ignored). Structure:
Stacking
{
IgnoreCprops propname1 propname2 etc.
}
Fixed: movecost.cfg entries were being interpolated in the wrong order.
Changed: MoveItemToLocation now calls UnEquipTest and UnEquip Scripts if the item was equipped on a char.
Changed: OnRemove and OnInsert are now Run-To-Completion (i.e. CRITICAL) scripts.
01-24 Syzygy
The compiler will now put correct function names in listfiles.
01-22 Syzygy
Added ReadMillisecondClock() to polsys.em
01-22 Racalac
Fixed moved some npc creation code around so now npc.npctemplate is initialized by the time the vital maximum
and regen rate exported functions are called. (so grabbing the HITS property from the npcdesc element is
successful)
01-20 Racalac
Fixed resetting stealthsteps (broken 01-09)
Added control character stripping from sysbook text entry.
01-18 Racalac
Removed 01-06 LOS combat initiation check.
Fixed weirdness with merchant sell window and the .buy/sellprice changes.
Removed hardcoded death sounds for human characters.
01-15 Racalac
Fixed: Errors on startup from corrupt items shouldn't crash the server. Also, file name & line numbers are
printed for ease of debugging.
Fixed: Buying stackable items from NPC merchants now call canInsert and onInsert for player's backpack.
Fixed: Setting .buyprice and .sellprice to 0 means the item's price is 0, not itemdesc default. (setting the
members to -1 will force them to default to itemdesc)
Fixed: Entered/Left regions weren't firing since 12-23.
01-12 Syzygy
Fixed an assertion failure when assigning to a non-integer element of an array
test script: "var a := {}; var b; a[b] := 3;"
01-12 Racalac
Fixed: Polsys::ReloadConfiguration() now really reloads npcdesc!
Fixed: item.multi should now return the correct MultiRef (items on tables and other 'blocked' locations
were not being processed correctly)
Removed hack fix for bug noted in 01-08 changes. Caused problem with boats.
01-09 Racalac
Fixed: polcore().clear_script_profile_counters() shouldn't complain if you pass 0 parameters (the correct amount)
Fixed: PC Unhide generating ENTERED_AREA events shouldn't fire strange combat update functions anymore.
01-08 Racalac
Hack fix for gold "dropping through" floors of multis. This would affect ant 0 height graphic.
**Please let me know if there are any weird effects with multis, LOS around/in/through multis,
**walking on multies, dropping items on multis, and so on!
01-07 Syzygy
NPC Templates in packages will once again have ":packagename:" prepended to their template name
(npc.npctemplate, as well as what's written to npcs.txt)
01-06 Racalac
Fixed: You now need line-of-sight to initiate combat.
01-05 Racalac
Fixed: run_speed and use_adjustments weren't written to the save file.
01-04 Racalac
Added: obj.set_member(membername, value) and obj.get_member(membername) to replace the removed "." method.
This sets/gets a built-in member on the object which is named "membername". Returns an error if the
member was not found on that object (i.e. "dmg_mod" on a backpack).
01-03 Myrathi
Implimented new encryption routines as the basis for making future encryption updates
a LOT easier (and is the start of internal support for encryptions 2.0.3 upwards!)
NO NEW ENCRYPTIONS ARE WORKING AT THIS TIME.
01-02 Racalac
Added character and account name to "No handler for skill X" message.
(sometime in the past) Syzygy
Deleting an element from the datastore will mark the associated file as dirty.
01-01 Syzygy
Windows 95 is no longer supported. Minimum (MS) OS required: Win98/NT4
Added to polsys.em: ReloadConfiguration(). Loads npcdesc.cfg and pol.cfg
Linux: HUP signal will cause ReloadConfiguration to be called.
01-01 Racalac
Fixed: for real: EnumerateItemsInContainer crash (with "worn items container" who.backpack.container)
03-01-01 Myrathi
Added: DefaultDecayTime=# in SERVSPECOPT(.LOCAL).CFG (default = 10) - unit: minutes
NOTE: Only newly created or "refreshed" items will use any new setting! Existing
items and items which remain "untouched" will retain the old value.
Fixed: Picking up an item, failing to place it somewhere else and having the
action "undone" (by the core) will no longer reset the decay timer if the
"time until decay" is greater than the default interval.
Fixed: CreateItemCopyAtLocation() now copies itemref.graphic to cloned item.
12-29 Syzygy
accounts.txt will no longer be reloaded after a new version is written by pol itself
Failure to bind the listening socket will now cause startup to fail on windows.
New ecompile.cfg options:
GenerateListing [0,1]
GenerateDebugInfo [0,1]
GenerateDebugTextInfo [0,1]
Fix for ecompile under win32: use GetModuleFileName instead of argv[0] to determine
path to ecompile.cfg
12-29 Myrathi
Fixed: Shutdown no longer crashes when built with .NET (bonus points go to Syz!)
Fixed: Deprecation warnings now give filename of the operator/token as well as line number.
12-28 Racalac
Added: IP & Account logging information for unexpected and out-of-sequence messages.
12-28 Syzygy
Fixed a crash bug on exit in the VS.NET build (having to do with Token destruction)
(on the VS.NET build, some globals are destroyed in the opposite order. We now manually clear
one particular container)
12-27 Racalac
ReFixed: Players cannot rename a mobile with an invalid string.
MaybeFixed: Crash in EnumerateItemsInContainer. A long-shot fix, please test who ever was
experiencing this bug!
12-25 Myrathi
Added: CFGFILE.EM function ListConfigElemProps(element): returns an array of the
element's property-names (as unique strings).
12-24 Racalac
Fixed: Now updates the client correctly when another mobile's color changed.
12-24 Myrathi
Fixed: unicode support problems under Linux (think I got 'em all)
Fixed: various bugs in various unicode routines. :P
Fixed: unicode spell invocation using: ~IN<spellid>
Added: "INVOKE: <info>" console spam now restricted to [pol.cfg]LogLevel=6 or higher.
12-23 Myrathi
Fixed: Stat messages should now normalize properly to 1000 max-hp (0x11 packet)
12-23 Racalac
Fixed: Exception if no regions were defined.
Fixed: CreateMultiAtLocation now returns a MultiRef, not an ItemRef ;)
12-22 Racalac
Fixed: When combining two stacks of the same objtype (either dragging one stack onto the other, or
onto the container containing the other stack), the CProp lists of each item must match EXACTLY
in order to be stacked. So, if Stack A has cprop myprop i5 and Stack B has cprop myprop i6, they
will not be stackable by dragging. Similarly, if either of the stacks are missing a cprop the
other possesses, the items will not stack.
**Needs testing please**
12-21 Racalac
Fixed: when a player buys an item from a merchant NPC, canInsert and OnInsert scripts are called
for his/her backpack.
CRITICAL: You MUST add this to an itemdesc.cfg entry or you server will fail to start!
Container 0xFF02
{
Name WornItemsContainer
graphic 0x1E5E
Gump 0x003C
MinX 0
MaxX 66
MinY 0
MaxY 33
Weight 0
MaxItems 65535
Maxweight 65535
}
Note the objtype is in the core-reserved range of 0xF000 - 0xFFFF. I hope no one has any
items defined in that range.. :)
Note this change just fixed a bug with backpack weight limits, and won't help "total"
character weight (including equipped items).
Fixed: using an item's x,y,z members in its own create script would throw an exception.
Added: UO.EM function CreateItemCopyAtLocation(x, y, z, itemref): makes a clone of the item
referenced with "itemref" at location x,y,z. Copies member variables and CProps. Does
not work with Multi objects. Does not copy a container's contents.
**Needs testing please**
Fixed: Items split from a stack retain the CProps from the original stack.
Fixed: character.setwarmode() now works with NPC characters (no longer throws an exception)
Fixed: If the items sold TO an NPC merchant cost more than 60k gold, the core now creates seperate
stacks of 60k gold instead of one greater than 60k (invalid for the client). So if you have any
script code that handles this, you should probably remove it (or face creating twice the amount
of gold you should!).
Added: Unhiding AND Unconcealing generates a SYSEVENT_ENTEREDAREA event for nearby NPCs.
12-20 Racalac
Fixed: A Mobile's lifebar will no longer disappear when you (for example), poison it.
Fixed: An exploit that allowed players to drag items onto far away mobiles.
12-19 Racalac
Fixed: a bug with system books where bad characters were written to the save files, causing errors
like "Item has no SERIAL property".
Fixed: If zero items were sold to an NPC, a gold coin was created in the player's pack with
amount == 0.
12-17 Racalac
Fixed: a nasty bug where items would not decay in certain areas (specifically, in a zone with
a multi house). Also fixes the related "items don't decay near multis" bug.
Fixed: If an item is defined as no decay on multis (the default), its destroy script was
mistakenly called when the item was not decayed. This is fixed.
12-15 Syzygy
Correct crash bug in CanRemove and OnRemove script execution when there's no owning mobile
The originally defining package will be listed when multiple packages define an objtype
"attack timer" spam outputs only when DebugLevel >= 20
item.invisible will initialize based on itemdesc.cfg settings
12-10 Myrathi
Added array.exists( index ) - returns 1 if index <= array.size(), otherwise 0.
Added: sturdier parameter checking for object member-functions (no AV when too few params)
Fixed: corrected the size of the 0xBB 'messenger' packet (no longer "eats up" extra bytes)
Fixed: rename packet validation. Invalid content is truncated and a log message shown
for admin use (including an output dump of the invalid data).
Valid characters are spaces and upper- or lower-case letters (A-Z)
e.g.
Client #1 (account test) attempted an invalid rename (packet 0x75):
0000: 48 61 63 6b 54 65 73 74 0d 0a 09 43 6f 6c 6f 72 HackTest ...Color
0010: 20 30 78 34 38 30 0d 0a 0x480.. ........
Fixed: core now sends correct number-of-chars to client at login (this should fix the UOTD
"can't create character" client issues)
Fixed: array member-functions (.erase(), .size(), etc) now enforce parameter-passing:
if you pass the wrong number of parameters (too few -or- too many) they'll return an
appropriate error (until now, passing too few caused an Access Violation! Argh!!!)
Fixed: arrays will no longer "resize" when you attempt to *retrieve* a value from an index
that doesn't exist. Setting a value in a non-existant index still resizes, as always.
Test array.size() or check array.exists(index) as appropriate.
- Example:
var arr := {1,2}; // create array with arr[1] and arr[2]
arr[4] := "test"; // auto-enlarges to 4 indices (arr[3] is uninitialized)
var foo := arr[23]; // arr.size() is still 4 and it returns:
// error{ errortext = "Array index out of bounds" }
var bar := arr.exists(15); // bar holds 0 since arr[15] doesn't exist.
var zim := arr.exists(3); // zim holds 1. arr[3] exists, even though it's uninit!
Removed: account.SetAcctName() member-function (deprecated since 089!)
- use instead: account.SetName(name)
12-09 Myrathi
Added new uo.em function: SendQuestArrow(to_whom, x := -1, y := -1)
- 'to_whom' is the character the arrow shows to.
- Passing 'x' and 'y' within map bounds will set the Quest Arrow to point at that location.
- Passing -1 as 'x' and 'y' (ie. by just called SendQuestArrow(to_whom)) will remove it.
12-09 Myrathi
Fixed: All UNICODE.EM commands now take arrays with integers the "right way round" (sorry!)
Integers must now be "Big Endian" (0x1234) and not "Little Endian" (0x3412).
Fixed: Text-commands typed by a unicode-enabled client are now "recognised" properly.
Added: Text-command scripts now receive 2 extra parameters when activated by
Unicode-enabled clients.
- Program blocks should now look like this, to take advantage of them:
program textcmd_mycmd( who, text, uc_text, langcode )
- 'uc_text' is a "Unicode array" of 2-byte "Big Endian" integers (see above) and
can be an empty array (uc_text.size() == 0).
- 'langcode' is a 3-character, uppercase language code.
- 'uc_text' will be an 'error' type if the Unicode input is "bad".
- 'uc_text' and 'langcode' will be uninitialized if no Unicode text is available
(ie, when a non-Unicode client types the command)
-Note- Text-commands should still be in an "English readable" character set!!
There is no guarantee that foreign character sets in script-names will work,
never mind Unicode character-sets, as the 'filename' is still matched against
the ASCII equivalent!
Added: NPCs now receive 2 *extra* event-parameters when they "hear" Unicode speech:
- 'uc_text' is a "Unicode array" of 2-byte "Big Endian" integers (as above)
- 'langcode' is a 3-character, uppercase language code.
- these 2 parameters do not exist when speech is received from a non-Unicode client.
- Example:
var ev := os::wait_for_event(120);
if ( ev )
case ( ev.type )
SYSEVENT_SPEECH:
PrintTextAbovePrivate(Self(), "You said...", ev.source);
if ( ev.uc_text )
PrintTextAbovePrivateUC(Self(), ev.uc_text, ev.langcode, ev.source);
PrintTextAbovePrivate(Self(), "...in Unicode", ev.source);
else
PrintTextAbovePrivate(Self(), ev.text, ev.source);
PrintTextAbovePrivate(Self(), "...in ASCII", ev.source);
endif
endcase
endif
12-07 Syzygy
Fixed: compiler bug w/ switch statement containing variable declarations
Fixed: compiler bug allowing this to compile:
Broadcast( "ff";
Fixed: itemdesc.cfg setting 'Invisible' not being used on item creation
12-05 Racalac
Fixed a crash bug with cheaters sending an invalid packet.
12-04 Racalac
Added Character Method: setwarmode( 0/1 ); Sets the internal warmode flag and sends the
update to the player. Returns the new warmode value.
Added: MoveItemToContainer and MoveItemToLocation both call the item's parent container's
canRemove and onRemove scripts.
Fixed: Text command scripts now have their controller properly set. (character reference in
canInsert scripts where being passed as uninitialzed when the script was started via a
textcommand)
12-02 Racalac
Fixed: Characters with the "freemove" privilages can now move with 0 stamina, frozen,
or paralyzed.
Added: "You are too fatigued to move" message when trying to move with 0 stamina, or
not enough stamina as defined in movecost.cfg. (Only if MovementUsesStamina=1 is
enabled in servspecopt.cfg)
Changed: MaximumClients in pol.cfg will be checked only after a character is selected to
play. Clients connected are only counted if they have attached characters (so a client
waiting to log in is not counted, and neither is a client that recently logged out).
Added: MaximumClientsBypassCmdLevel (default 1). This integer value (from 0 (player
cmdlevel) to 5 ("test") defines the minimum character command level to bypass the
maximum clients check. So if the option =1, counselors and above staff can log in if
the MaximumClients value is reached, but additional player cmdlevel characters cannot.
12-01 Racalac
Improvements to pol.cfg MaximumClients: cmd_level>0 is checked, and clients without
characters attached are not counted against the maximum.
12-01 Myrathi
Fixed: Unicode ghost speech (no longer shows in chinese)
Fixed: Various buffer overflow exploits in various uo.em functions (eg PrintTextAbove())
New EModule: UNICODE.EM containing 2 new constants and 4 new functions.
_DEFAULT_UCFONT, _DEFAULT_UCCOLOR
BroadcastUC(), PrintTextAboveUC(), PrintTextAbovePrivateUC(), SendSysMessageUC()
- These functions act identically to their UO.EM predecessors except for the parameters.
- ** please note the "UC" function suffixes **
- Unicode "strings" are actually EScript Arrays of 2-byte integers, where each integer
is a unicode wide-character. (example uctest.src will be uploaded to CoreTest group)
These "integer codes" are always clipped (internally) to 2 bytes (value & 0xFFFF) and
a '0x0000' value will stop the end the string, regardless of the size of the array.
- Passing a non-array variable or an array with a non-integer value in it, as the
'uc_text' parameter, will throw an error. They MUST all be integers.
- The 'uc_text' array cannot exceed the current 'maximum speech length' of 200.
- LangCode's are 3-character identifiers for the language it's in: ENG, RUS, KOR, etc.
Passing a langcode string that's not 3 characters will throw an error.
11-30 Myrathi
ECompile now displays "deprecation" warnings for certain operators and tokens and
although your scripts will still compile, these are now "last warnings":
- '=' is deprecated; use '=='
- 'local', 'global' and 'dim' are deprecated; use 'var'
- 'begin' and 'end' are deprecated.
** Deprecated expressions will be removed from 096 **
** so make sure you update your scripts!!! **
11-28 Racalac
Improved: canInsert script will be called when a stack of item is placed into the
backpack through the paperdoll icon
Fixed: .hp, .maxhp_mod, for weapon and armor items should be writable again.
Fixed: .buyprice and .sellprice were returning 0 if you didn't write to them first.
Now if they are not written to first, they will return the itemdesc value for
VendorBuysFor and VendorSellsFor.
11-27 Racalac
Added for Secure Trade Window: if a trade is cancelled, canInsert and onInsert scripts
will be called for the player's backpack. If the items cannot be inserted, they will fall
to the player's feet.
11-25 Racalac
Fixed a bug with character.concealed being misread on server start as a boolean (0/1), not
an integer(0-255)
Fixed a bug in SystemFindObjectBySerial where items in the secure trade container were not
being found.
Fixed a crash introduced in the 11-21 test core concerning core-destroyed stacks of items.
Fixed a bug with the conceal system where if a character's concealed level was reduced to
a value still greater than 0, other characters of the same new concealed level did not
see the character.
11-24 Racalac
Added new itemdesc.cfg property: UseRequiresLOS (defaults to 1 if not defined). If true,
Line-of-sight is needed to double-click the item. If false, a player can use the item
without LOS.
* Note DoubleClickRange is still checked.
Added new itemdesc.cfg property: GhostsCanUse (defaults to 0 if not defined). If true, dead
(ghost) characters may double-click this item.
Fixed a bug in SystemFindObjectBySerial where an item held on a character's cursor was not
found.
Added a new os.em function: set_event_queue_size(newsize) : Changes the maximum number of
events the current script will keep in the queue (additional events will be discarded).
If not called, the default size is 20 events. The function returns the old queue size.
11-21 Syzygy
active trades will be cancelled on death
Fixed a problem with listening points that would cause big problems after
listener destruction (house doors, tillermen, wink wink, nudge nudge)
Containers will default to limits: 150 items, 250 stones
11-20 Racalac
Added a new object method: script_process.clear_event_queue(). (script_process comes from
NPC.process or uo.em's getprocess(pid))
11-19 Racalac
You will no longer be able to initiate a secure trade with a ghost (if either party is dead).
11-17 Racalac
These Item creation/movement/deletion functions now properly will update character's weight on
the status gump: ConsumeSubstance, DestroyItem, CreateItemInContainer, CreateItemInBackpack,
MoveItemToContainer, MoveItemToLocation, SubtractAmount.
CreateItemInContainer and -Backpack will call the container's canInsert and onInsert scripts.
POL will attempt to find a character that owns this container. If one is not found (i.e.
container is on the ground, the CharacterRef passed to the passed to the canInsert and
onInsert scripts will be an uninitialized object (so, check to make sure it's valid before
using it).
Adding to a stack of items (manually and by a CreateItem script function) in a container will
call the container's canInsert and onInsert scripts. Note if a script initiates this action
(and the script has no character controller), the CharacterRef passed to the canInsert and
onInsert scripts will be an uninitialized object (so, check to make sure it's valid before
using it).
The core will no longer play sounds effects for items being inserted into containers (thus, they
aren't heard by everyone.). You can get the desired effects using the container's onInsert
script. For example, to get the different gold drop sounds in addition to the default one,
you might have in your container's onInsert:
if(item.objtype == GetObjtypeByName("goldcoin"))
if(item.amount >= 100)
PlaySoundEffectPrivate( who, 0x38, who ); //lotsa gold
elseif(item.amount >= 30)
PlaySoundEffectPrivate( who, 0x37, who ); //some gold
else
PlaySoundEffectPrivate( who, 0x36, who ); //a few coins
endif
else
PlaySoundEffectPrivate( who, 0x49, who ); //default sound
endif
11-17 Myrathi
Fixed Unicode speech (and a couple of possible buffer overflow bugs)
- Text commands are now properly recognised and run
TypeOf() (see basic.em) on Dictionary and Struct variables now returns
"Dictionary" and "Struct", respectively.
Added "unicode.em" with Unicode support functions (refer to file for names)
- a Unicode "string" ('uc_text' param) is simply an Array of Integers.
- each Integer corresponds to a 2-byte Unicode character.
- each of the 4 functions must also be given a 3-character "language code"
- examples are "ENU" (US English), "ENG" (UK English), "RUS" (Russian)
11-17 Syzygy
Fixed the map Z-height algorithm to match the UO client for negative Z
(for an example, see 1906,49)
Fixed an assertion failure in SendOpenBook on Linux systems
Fixed an ecompile error with substrings/multidimensional subscript access ( ex: tmp := Props[3,1] )
11-16 Racalac
New member for the Text Event struct: "texttype". This will be a string with a value of "yell",
"whisper", "emote", or "default" depending on the type of speech received.
NPCs will only receive text events if the source is in range, depending on the texttype (this
will be configurable in the future, for now, whisper is 2 tiles, normal is 12, and yell is
25 tiles). So an NPC will not get a yell event from a source 30 tiles away, even if its
speech event range is 40. Item text listeners will get all text in their range, regardless
of texttype. (Need feedback for this)
New os.em function: clear_event_queue(), empties current script's event queue.
(Distro folks! - need to add this prototype to os.em)
The npc.em movement functions (Wander(), Move(), WalkToward(), WalkAwayFrom(), RunToward(),
RunAwayFrom(), TurnToward(), TurnAwayFrom(), WalkTowardLocation(),WalkAwayFromLocation(),
RunTowardLocation(), RunAwayFromLocation(), TurnTowardLocation(), TurnAwayFromLocation())
now return 1 is the move was successful, and 0 if the move failed. NOTE this will almost
ALWAYS return 1, if UseAdjustments is true (see next item), because the "adjusted" move
probably succeeded.
New npcdesc.cfg member: UseAdjustments : If set to 1 all NPCs of this template will behave as
normal when blocked by and object (pace back and forth if path is blocked). If set to 0, the
NPC will not attempt to find a adjacent tile toward the target that is not blocked (defaults
to 1 if not found in the npcdesc.cfg entry). Also, a new NPC member with the name
".use_adjustments" is read/write. These NPC changes are in preperation for a pathfinding
system.
New npcdesc.cfg member: RunSpeed . If present, (default to dexterity value) this value is used
for time delay between NPC moves (maximum usable value is 250, which is pretty damn fast!
Running NPCs move twice as fast as walking NPCs). Also, a new NPC member with the name
".run_speed" is read/write. Note that this member may become a Vital in the near future
(before the 095 final release).
11-14 Racalac
Fixed MoveItemToContainer bug (default container coords of -1 was being flagged
as out of range). Reminder: any value of x or y outside the gump coordinate
range as defined in the container's itemdesc.cfg will be interpreted as "random location"
Added new uo.em function: ListItemsNearLocationWithFlag(x,y,z,range,flags). "flags" here are
tiledata.mul flags for the item's graphic. A list of known flags is forthcoming
(curious people can see Alazane's file format page at
http://dkbush.cablenet-va.com/alazane/file_formats.html#3.19 )
Fixed an additional MoveItemToContainer bug that was causing random location of items inside
the container gump.
11-13 Myrathi
Updated ECOMPILE and RUNECL banners to include better version info
(number after the decimal point is the supported file version)
11-12 Syzygy
Added support for ecompile.cfg and packaged includes
see scripts/ecompile.cfg.example
usage: include ":pkgname:filebase";
npcdesc.cfg can once again hold non-"NpcTemplate" elements.
xlate.cfg is no longer loaded and ignored, just ignored.
11-10 Syzygy
item.color := (value) will once again set the color properly.
11-10 Myrathi
Updated item.facing - valid range is now 0-127
Updated TotalStatsAtCreation= option in SERVSPECOPT(.LOCAL).CFG
Can now take comma-delimited lists of values and/or ranges (default = "65,80")
Example:
TotalStatsAtCreation=65,80,90-95,100-110
Anti-exploit checks in uo::SelectColor()
now validates values as 2 to 1001 to prevent client-side exploits:
- returns the chosen color value
- or an error ("Client selected an out-of-range color")
An error situation will also display information on the console:
e.g.
Client #1 (account test) selected an out-of-range color 0x1
Anti-exploit checks & updates in UNICODE-speech code
squelch()'d mobiles cannot speak.
Text-color is validated between 2 and 1001 to prevent client-side
exploits. Invalid color prints a message to console:
e.g.
Client #1 (account test) speaking with out-of-range color 0x1
11-09 Syzygy
Major changes to the script engine:
*** ALL SCRIPTS MUST BE RECOMPILED!! ***
All scripts should function as they do now, with two exceptions:
.smember no longer works
the hidden iterator variable in "foreach" is now called
_(var)_iter instead of _(var)_counter
Fixed two major script object leaks.
Internal changes to the way member assignment and access works.
Internal changes to the way script substrings are handled.
Removed the 'Substring' object type.
Fixed: len() on an error would return random values
(now returns the number of elements in the error dictionary,
which is probably unnecessary)
11-04 Syzygy
Fixed a nasty compiler error. Expressions like this:
(!ev.source.isA(POLCLASS_NPC))
will now work properly.
The compiler used to consider that something like
(!ev.("source".isA(POLCLASS_NPC) ) )
10-23 Syzygy
foreach now operates over dictionaries:
foreach v in dict
print( _v_iter + " -> " + v );
endforeach
10-17 Syzygy
xlate.cfg is no longer used.
spells.cfg no longer depends on xlate.cfg for reagent name lookup - will use itemdesc.cfg names.
Preload 'equiptest' and 'unequiptest' scripts, to speed system load time.
(however, equiptest/unequiptest scripts created after startup will not be noticed)
Changed config file handling to speed load time.
(menus.cfg entries might have their elements reordered, though)
Sped up system load
10-13 Syzygy
Sped up storage area lookups
09-14 merged changes from Racalac:
-New property for itemdesc.cfg Map{} entries: Editable, which defaults to 0
This determines if the user can plot points on the map gump. Note you can still edit the map
via the script methods.
-New script methods for map objects:
GetPins(): returns an array of structs with .x and .y members for each pin point.
InsertPin( index, x, y ): inserts a pin with the passed x,y before the passed index. Valid range 0 to n-1
AppendPin( x, y ): appends a pin to the end of the course with the passed x,y
ErasePin( index ): erases the pin at the passed index (valid 0 to n-1), and shifts pins down.
isa(): returns true if the object is a map object
-New pol.cfg option:
MaximumClients=X
Denies logon to clients if # of clients connected is at defined maximum
-New syshook for walking through other players, i.e. define a package with syshook.cfg :
SystemHookScript pushhook.ecl
{
Pushthrough Pushthrough
}
with pushhook.src with something like:
use uo;
program PushthroughHook()
return 1;
endprogram
exported function Pushthrough(walker, obstructors) //note passed ARRAY of mobiles in destination tile
foreach mob in obstructors
print(mob.name);
endforeach
if(GetVital(walker,"Stamina") < GetVitalMaximumValue(walker,"Stamina"))
return 0;
else
return ConsumeVital(walker,"Stamina",1000);
endif
endfunction
-New player privilage: 'freemove' - ignore Pushthrough/stamina cost for movement
-New character method: character.GetGottenItem() returns itemref to item on player's "cursor"
09-12
Linux changes
=============================================================================
POL095-2002-09-11
=============================================================================
Changes for linux build:
Built with gcc 3.0, libstdc++2.10, on 2.4.18 kernel
Use sigaction() instead of signal() in hopes of correcting SIGPIPE problems.
The game clock will initialize before any objects are loaded from data files.
RecalcVitals will not operate on offline mobiles
Fixed an error related to multis which would cause decay to function sporadically
near multis, and to use memory without bound if items existed on multis.
Incorporated changes from Myrathi:
* Fixed IP Banning via /config/bannedips.cfg (no longer stops at first element)
* Warmode ghosts are no longer flagged criminal/aggressor for dbl-clicking on mobs/PCs
* Frozen/Paralyzed ghosts are no longer able to move due to being dead.
* HP/MaxHP update to nearby clients now uses a standard MaxHP ratio against 1000 hitpoints.
This should stop people from being able to snoop a mobile's exact HPs via a packet sniffer.
* item.facing can now be set from 0-101 (used to be 0-31)
* Added: AllowSecureTradingInWarMode=0|1 in SERVSPECOPT(.LOCAL).CFG (default = 0)
* Added: TotalStatsAtCreation=65|80 in SERVSPECOPT(.LOCAL).CFG (default = 65)
* Added: account.CheckPassword( password ) -- for validating an account's password
(returns 1 if the password is correct)
* Added: player.clientversion -- returns the client version string or an empty string
if the client has disconnected.
* BUGFIX!!! --> find_supporting_multi()
static MultiList mvec;
vec.clear();
mvec.clear();
* Addition of packet structures (to stop incorrectly variant blocks skewing data):
- 0x15 0x1E 0x1F 0x23 0x26 0x28-0x2B 0x2D 0x2F-0x32 0x35-0x39 0x3D-0x4D 0x50-0x52
- 0x55 0x57-0x5C 0x5E-0x64
- 0xC8
* Update of packet structure information (just cuz):
- 0x53
- 0x65 (weather enumerates)
* Version string update
* Copyright date update (1993-2002)
+ Fixed legacy v1.xx-client 0x33 pause/restart packet padding.
Still works for "mass item/multi update" though, to help with blackholing.
+ Fast-walk client-checking (packet 0xBF) -- stack-cycle & add-key
+ Cursor Hues (packet 0xBF) -- Felucca & Trammel
+ Sound effect support updated: repeat/single-use, volume and 'z' variables noted.
=============================================================================
POL094-2001-07-25
=============================================================================
Fixed an error where some packets would be sent to all connected clients,
no matter how far away the item was from the logged-in character
Element types for maps need to be changed from Item to Map - their objtypes
no longer have to fall within the range of 0x14EB toi 0x14EE
Added ConsumeVital( mobile, vitalname, hundredths ) to uo.em
Added GetAttributeIntrinsicMod declaration to uo.em
Attribute updates will be sent to the client
Life updates will be sent to nearby clients
Added mobile.attached:
returns process reference if a script is attached,
or an error ("No script attached.")
If the Attack system hook returns false, core will handle combat as normal.
Vital regen rates will be limited to the range (-30,000 to +30,000)
Vital maximum values (in hunredths) will be limited to the range (100 to 10,000,000)
(1.00 to 100,000.00)
SetVital will accept any value between 0 and 10,000,000
Added SystemHook function Attack(attacker,defender)
-- called when the attack timer times out.
-- attacker must not be hidden
-- defender is chosen by checking attacker's Opponent, then Hostiles, for one
that meets the following criteria:
1) Defender is alive
2) Defender is in range of attacker's weapon
3) Defender is not hidden
4) Defender is not concealed from Attacker
5) Line-of-sight exists between Attacker and Defender
LOS will be checked when searching for an attackable mobile
Removed SetAttributeIntrinsicMod
GetIntrinsicModFunction added to attributes.cfg
added AlterAttributeTemporaryMod
Updated vitals will be sent to the client
- this only works for your own character, you won't see changes to others' vitals
Added GetAttributeIntrinsicMod and SetAttributeIntrinsicMod
Removed SetVitalRegenRate since regen rates are specified by exported functions
Added RecalcVitals(chr) which will recalculate regen rates and maximum values
for all vitals on a mobile
Corrected an error in the compiler having to do with optimization of if..elseif..endif statements
Newly created NPCs will regenerate vitals and start with maximum vitals
npcdesc.cfg entries can specify AttackAttribute instead of AttackSkillID
removed mobile.hp_regen_rate
removed mobile.mana_regen_rate
removed mobile.stamina_regen_rate
resmoved mobile.strength_mod
removed mobile.intelligence_mod
removed mobile.dexterity_mod
removed mobile.hp, mobile.maxhp
removed mobile.mana, mobile.maxmana
removed mobile.stamina, mobile.maxstamina
removed mobile.strength
removed mobile.dexterity
removed mobile.intelligence
removed uo::GetStatus
removed uo::GetStats
removed mobile.setstr()
removed mobile.setint()
removed mobile.setdex()
removed uo::GetRawSkill
removed uo::SetRawSkill
removed uo::GetSkill
removed uo::AwardRawPoints
removed internal attribute advancement due to combat (including parrying)
Added system hook: ParryAdvancement( attacker, weapon, defender, shield )
Weapon entries in itemdesc.cfg must have an 'Attribute' instead of a 'SkillID'
data/pol.txt needs the following element: (core 93 doesn't create)
System
{
CoreVersion 93
}
=============================================================================
POL093-2001-02-10
=============================================================================
SetAttributeBaseValue will only accept base values between 0 and 2200 (0.0 to 220.0)
Added GetVitalMaximumValue(character, vitalname);
Added functions for Vitals:
GetVital(character, vitalname)
SetVital(character, vitalname, value);
GetVitalRegenRate( character, vitalname )
SetVitalRegenRate( character, vitalname, rate )
Regen rates are in "hundredths of points per minute."
A current regen rate of 100 (1 point per 5 seconds) would therefore
be 1200 (12 points per minute) under the new system.
Valid Vitals are Life, Stamina, and Mana
Added 'CombatAdvancement' system hook
function CombatAdvancement( attacker, weapon, defender )
The builtin functionality performs the following:
For the Attacker:
Award 30 raw skill points in the weapon skill
Award stat gain as if the weapon skill were used successfully.
Award 15 raw skill points in Tactics
Award stat gain as if Tactics were used successfully.
For the Defender:
Award 15 raw skill points in Tactics
Award stat gain as if Tactics were used successfully.
This is called whether or not the attack was successful
(I'm sure I'm not the only one that thinks combat needs an overhaul)
Started the new Attribute System (Read this!)
---------------------------------------------
The short story: these functions presently operate on the current
skills and stats that you know and love. Core 93 will not change
the underlying skills and stats - GetSkill, SetRawSkill etc will
continue to work. Core 94 will no longer support these functions,
so you have until then to convert your current usage to use these
new functions.
When this is complete, there'll be no more "Raw" skill/stat values,
and all Attribute advancement will be handled by scripts.
See core-docs.txt for a description of Attributes and how they work.
In particular, the "conversion notes" at the end may be useful.
Added uo.em functions:
GetAttribute( character, attrname );
GetAttributeBaseValue( character, attrname );
GetAttributeTemporaryMod( character, attrname );
SetAttributeBaseValue( character, attrname, basevalue );
SetAttributeTemporaryMod( character, attrname, tempmod );
config/pkgroots.cfg specifies additional root directories to search for packages.
An example pkgroots.cfg:
PackageRoot
{
dir d:\devpkg\
}
Do include the trailing slash.
Assertions:
Assertions are now present in the Win32 build as well as the Linux build.
EnableAssertions is now 1 by default.
DumpStackOnAssertionFailure=1 in pol.cfg will cause a stack backtrace
to be generated when any assertion fails.
In any case, an exception will be thrown on an assertion failure.
I recommend running with EnableAssertions=1. It is reloaded when pol.cfg is changed.
=============================================================================
POL092-2000-12-11
=============================================================================
pkg.cfg directive added: "Replaces {pkg}". Indicates this package should replace
any version of {pkg} found under the /pol/pkg/ tree.
objtypes.txt will be created on startup. It lists all used and unused objtypes in numerical order.
Fixed a bug where only the first element in movecost.cfg would be read.
Added uo::SelectColor(chr,dyetub)
Removed internal dye and dyetub functionality. (replacement 'dyeitems' package uploaded to pol-core-test)
- note this uses Zulu's 'dyecheck' script instead of the old internal functionality
to determine if you can dye a particular item.
Corrected a bug which caused BaseSkillToRawSkill (and therefore NPC creation) to take a
long time to complete (even for base skill values above 160)
Added support for the client's book interface:
uo::SendOpenBook(chr,book) kicks it off
The 'book' passed must have a Method Script, exporting the following functions:
exported function IsWritable(book) // returns 0 or 1 for readonly/writable
exported function GetNumLines(book) // returns maximum number of lines
exported function GetTitle(book)
exported function GetAuthor(book)
exported function GetLine(book, line) // line is 1-based
Writable books must provide the following functions:
exported function SetAuthor(book,author)
exported function SetTitle(book,title)
exported function SetLine(book,line,text)
exported function GetContents(book) // returns an array of all lines
I've put together a sample 'sysbook' package to demonstrate this.
Added the Data Store.
The Data Store is a collection of files, stored under data/ds/, saved
atomically with the rest of the world data.
Only those Data Files actually modified are saved at system save time.
A Data File is a collection of Data File Elements. Data File Elements are
accessed by key, which can either be a String (case insensitive match)
or an Integer.
A Data Element is a collection of Properties. Each Property has a Property
Name and a Property Value. A Property Name is a string, and is, er,
case-sensitive (doh), while a Property Value can be any "packable" script
object.
In other words, a Data File is like a Config File that you can modify and
is stored under data/. The Properties in a Data File Element are just 'cprops'
except that when saved in the data store I don't prefix them all with 'cprop'
scripts/datafile.em lists the functions that are complete and the methods provided
by a DataFile and by a DataFileElement.
Packages can have their own Data Files; these will be stored in
data/ds/{pkgname}/. Normal package filename resolution rules apply.
Normal "Open Spellbook" handling will occur if the OpenSpellbook hook returns false.
(The OpenSpellbook hook script should return 1 if it handled the event, 0 if it didnt)
Any itemdesc entry can define zero or more 'OldObjtype' entries. These are for
objtype renumbering.
Major rework of multi handling. There must now be itemdesc.cfg entries for boats
and houses, and the objtypes aren't tied to the MultiIDs. Multis.cfg defines what to
expect in multi.mul.
CreateMultiAtLocation has more flags for boat creation
(CRMULTI_FACING_NORTH, CRMULTI_FACING_EAST, etc)
An example entry for pkg/std/boat/itemdesc.cfg:
Boat 0x6041
{
Name smalldragonboat
Graphic 0x4004 // base graphic
MultiID 0x0004
OldObjtype 0x4004
OldObjtype 0x4005
OldObjtype 0x4006
OldObjtype 0x4007
}
An example entry for pkg/std/housing/itemdesc.cfg:
House 0x6060
{
Name smallstoneandplasterhouse
Graphic 0x4064
MultiID 0x64
OldObjtype 0x4064
}
See the latest pol-coresupp zip for config/multis.cfg
Fixed an error where the server would fail to start if a container was overfilled
RegisterForSpeechEvents takes an optional 'flags' parameter. If LISTENPT_HEAR_GHOSTS is
passed, this listening point will hear unfiltered ghost speech.
Added scripts/include/sysevent.inc. All system EVID_* constants have been copied here
and renamed to SYSEVENT_*.
Added SYSEVENT_GHOST_SPEECH (0x1000), to allow an NPC to hear unfiltered ghost speech.
The NPC must still be able to _see_ the ghost in able to hear it.
NPC event masks will now be checked for SYSEVENT_SPEECH being set.
Added npc.eventmask, in part to help you find scripts that don't set SYSEVENT_SPEECH.
Added npc.speech_color and npc.speech_font. npc::say() will use these.
These will be saved in npcs.txt as SpeechColor and SpeechFont (and can be specified in
npcdesc.cfg)
Added uo::AddAmount(item,amount)
- only adds to stackables
- only allows stacks up to 60,000
- checks for container overfill
Added an optional 'flags' parameter to CreateMultiAtLocation
- uo.em contains constants to add together (CRMULTI_*)
- this parameter only applies to houses, not boats
Before character deletion, scripts/misc/ondelete.ecl and anypkg/ondelete.ecl will be called.
Their return values are ignored.
New system hook: OpenSpellbook( chr ), called when the Open Spellbook packet is received
(not when a spellbook is doubleclicked). This is called even if the character is dead!
Added 'Method Scripts' for items:
An itemdesc.cfg entry can specify a 'MethodScript'
This is a script that (presumably) contains exported functions.
Method calls on the item are forwarded to the exported functions in this script.
Exported functions can have the same name as an existing object method. In this case,
the exported function will override the existing object method.
An example that modifies door.open():
pkg/.../door/itemdesc.cfg:
Door 0x0675
{
xmod -1
ymod +1
script door
doortype metal
MethodScript cdoor.ecl
}
pkg/.../door/cdoor.src:
exported function open( door )
print( "cdoor::open(" + door.serial + ")" );
return door._open();
endfunction
program install()
print( "installing cdoor" );
return 1;
endprogram
Note the mostly empty 'program' section. It must return 1 in order for the
method script to be installed.
Script methods don't have to be the same as existing methods, and can take
and number of parameters. Pass-by-reference should be possible, as well.
Method scripts can only be specified for items in packages; the server will
probably blow chunks if you try it in pol/config/itemdesc.cfg.
Preceding a method call with an underscore will directly call the "real" object method.
escript changes:
'int' is no longer a reserved word
'exported' is now a reserved word
logon scripts in packages will now be called on character creation
Added the concept of a "System Hook":
- Any package can contain a syshook.cfg file
- Each entry is a SystemHookScript, which can provide one or more exported functions
- the only function that can presently be hooked is 'CheckSkill'
- A sample syshook.cfg:
SystemHookScript hooktest.ecl
{
CheckSkill MyCheckSkill
}
- And hooktest.src to go with it:
use uo;
exported function MyCheckSkill(who,skillid,difficulty,points)
print( "MyCheckSkill("+who.serial+","+skillid+","+difficulty+","+points+")" );
// note you can call the "system" function normally
return CheckSkill(who,skillid,difficulty,points);
endfunction
program hooktest()
print( "hooktest prog" );
endprogram
- The 'program' section is executed once, at system startup.
Thereafter, the exported function is called as needed.
- A hooked 'CheckSkill' will override any script's call to CheckSkill, as
well as the internal combat CheckSkill calls.
- Each hooked function has a recursion guard, so the system function can
be called from within the hook function (as in the example above)
- there is currently no way to unload system hook functions
Containers won't count their own weight against the weight they can hold
Multiple scripts can have active gump dialogs on a particular client
The 'SecureTradeContainer' itemdesc.cfg entry must specify "Weight 0"
Here is the entry I use:
Container 0xFF01
{
Name SecureTradeContainer
graphic 0x1E5E
Gump 0x003C
MinX 0
MaxX 66
MinY 0
MaxY 33
Weight 0
}
If "Weight 0" is not specified, mobiles who participate in secure trading
will weight 255 stones more than they should.
Container entries in itemdesc.cfg can specify MaxWeight and MaxItems
- if zero (or not specified) there are no limits
- if MaxItems is specified, it includes item counts for child containers
- if MaxWeight is specified, it includes weights for child containers
- there is still a limit of 150 items in the top-level of a container
(so as not to flip out the client)
- added item.item_count
- container count and weight limits will not be enforced during startup
Weight of a mobile will now include items being "dragged" as well as
items in the secure trade window
Added Container scripts (specify in itemdesc.cfg):
Entries:
CanInsertScript // called to see if an item can be inserted
OnInsertScript // started after an item is inserted
CanRemoveScript // called to see if an item can be removed
OnRemoveScript // started after an item is removed
- program definitions are:
- program can_insert( who, container, item );
- program on_insert( who, container, item );
- program on_insert( who, container, item, amtadded ); // if an existing stack was added to
- program can_remove( who, container, item ); // return nonzero to allow removal
- program on_remove( who, container, item ); // when the item is dragged
- note the item will always be "in use" when this script is called.
- only started on "client drag" operations
Packed variables containing 'x' characters (an empty array element) should unpack correctly
(would have unpacked a huge error object instead of a nothing)
=============================================================================
POL091-2000-11-01
=============================================================================
Added more guild support:
All guild data is stored in data/guilds.txt. Existing GuildId entries in
pcs.txt will be migrated.
Ally and Enemy status is always 2-way, and is not transitive, so any hierarchies
will have to be implemented in script.
- new uo.em functions:
CreateGuild(); // returns a guildref
FindGuild( guildid ); // returns a guildref or error
ListGuilds(); // returns an array of guildrefs
DestroyGuild( guild ); // destroys a guild with neither members, allies, nor enemies
- Guild Object
Properties:
guild.guildid : integer, unique guild identifier
guild.members : array of offline mobilerefs
guild.allyguilds : array of allied guilds
guild.enemyguilds : array of enemy guilds
Methods:
guild.ismember( who )
guild.isallyguild( otherguild )
guild.isenemyguild( otherguild )
guild.addmember( who )
guild.addallyguild( otherguild )
guild.addenemyguild( otherguild )
guild.removemember( who )
guild.removeallyguild( otherguild )
guild.removeenemyguild( otherguild )
guild.getprop( propname )
guild.setprop( propname, propvalue )
guild.eraseprop( propname )
Added Auxilliary Client Interface
- a package can contain 'auxsvc.cfg'
- packed values are sent, newline-terminated. These show up on the aux service
script's event queue as an event with ev.type = "recv" and ev.value = the unpacked value
- parameter to the aux control script is an AuxConnection
- AuxConnection.transmit( val ) sends packed representation of val, newline terminated.
- see 'pkgauxsvc.zip' for an example
"CON", "AUX", "PRN", and "NUL" will be disallowed as text command names.
NPC intrinsic weapons will be re-equipped after unequipping another weapon
(instead of switching to the human wrestling weapon)
Removed "Searching for" messages when looking for textcmds
An "Unknown command" message will display if you mistype a textcmd
NPCs will walk through mobiles they can't see (whether due to concealment or hiding).
NPC AttackHitScript entries cause hit scripts to fire now.
Ghosts will no longer impede NPC movement.
minrange and maxrange can be specified in Weapon entries in itemdesc.cfg.
Default for melee weapons: minrange 0, maxrange 1
Default for projectile weapons: minrange 2, maxrange 20
(same as previous code)
NPCs in packages should retain their intrinsic weapon after a restart.
npc.isa(t) and mobile.isa(t) now work
mobile.setcriminal(0) now works
PID will display for runaway scripts
ReadConfigFile( ":*:foo" ) will load a combination of all foo.cfg files found in
config/ and all package directories. These can be unloaded. This method is preferred
over using "::itemdesc", "::spells", and "::skills", since reloading will be handled
correctly.
Added extra checking on item destruction in case a destroyscript is evil
Added uo::SendViewContainer( chr, container ) - just sends the container contents
(does not grant access like SendOpenSpecialContainer)
mobile.truecolor and mobile.trueobjtype are r/w (though I think trueobjtype has no effect)
Fixed a crash bug in some instances of item destruction, decay being one example.
"AttackHitScript" can be specified in npcdesc.cfg entries for a per-npctemplate HitScript.
For packaged npcdesc.cfg entries, this will need to have the package specified.
Also note that AttackSpeed must be specified for any per-npctemplate Attack* properties to be used.
added object.isa( polclass_type ) : boolean
use constants POLCLASS_OBJECT, POLCLASS_ITEM, etc from uo.em
example:
door.isa( POLCLASS_DOOR ) will return true
door.isa( POLCLASS_ITEM ) will return true
door.isa( POLCLASS_MOBILE ) will return false
Whisper range is 2, Yell range is 25
Items in decaying locked containers will be destroyed with the container.
movable=0 items in decaying containers will be destroyed.
Note that in both cases, destroy scripts will not execute.
(Destroy scripts execute only when DestroyItem is called, or when a toplevel
item is checked for decay)
'=' is assumed to be a command prefix (as well as '.')
mob.setcriminal(0) will clear the criminal timer and send status update packets
"destroy [desc] ..." messages will no longer display on item destruction.
POL090-2000-09-03
=================
SPECIAL NOTE:
ALL SCRIPTS MUST BE RECOMPILED! (all your scripts compile, right? :-)
Old .ECL files will not load!
Titles
- if present, "[title_guild]" will display above name on singleclick
- if present, " (title_race)" will display after name on paperdoll
- title_prefix, title_suffix, title_guild and title_race can contain leading
and trailing spaces, embedded quotes, and embedded newlines.
Interactive Debugger
- Added beginning of debugger interface.
pol.cfg: DebugPort=port, DebugPassword=string, DebugLocalOnly=0/1
Only enabled if DebugPort if specified as non-zero.
- Added local variable information to .dbg files
- Added stepinto debug command
(see srcdoc/poldbg.txt for debug command list)
- Added debugger commands:
pidlist [str] return list of PIDs with scriptnames matching *str*
inslist [file] [line] list instructions associated with File#/Line#
globalvars list global variable names (if available, compile
with -z)
getlocalpacked [N] get local variable #N, in packed format
setlocalpacked [N] [p] set local variable #N, to packed value
getglobalpacked [N] get global variable #N, in packed format
setglobalpacked [N] [p] set global variable #N, to packed value
- Added debugger command 'call'
call [scriptname] [parameters:packed array]
parameters must be a packed array.
return value is returned packed.
So, if 'misc/called.src' ends with 'return 5;' then;
"call misc/called.ecl a3:i1i2i3"
will call misc/called.src, with three parameters: 1, 2, 3
Output will be:
Results: 1
Return value packed: i5
- Added debugger command 'quit' - graceful exit.
eScript
- Added 'runecl.exe' to the core distro.
- only has access to 'basic', 'basicio', and 'math' execution modules
- Added math.em execution module
- Added Integer modulus operator '%'
- Added bitwise operators, for Integers only
& (bitwise and)
| (bitwise or)
^ (bitwise xor)
~ (one's complement)
- Added 'sysfind_flags' parameter to SystemFindObjectBySerial
- flag values can be found in uo.em:
- SYSFIND_SEARCH_OFFLINE_MOBILES - search for offline mobiles and equipment
on offline mobiles
- SYSFIND_SEARCH_STORAGE_AREAS - search for items in all storage areas
- SystemFindObjectBySerial will always return an 'offline mobileref' if
SYSFIND_SEARCH_OFFLINE_MOBILES is specified.
- Added the 'struct' type. These can be persisted, unlike a struct created
from an array. Structs should be used rather than arrays when you want a
structure.
preferred forms:
var a,b,c,d;
a := array; // make an empty array
a[1] := 2;
a[2] := 7;
b := struct;
b.+name := "YouThere";
print( b.name );
c := dictionary;
c["hello"] := "foo";
c["world"] := "bar";
d := { 2, 5 }; // make an initialized array
- The 'error' datatype is now persistable (internally it's a 'struct')
- Added pids (process ids) and a scripting object for process control
- os::getpid() gets your own pid
- os::getprocess(pid) gets a scripting object for a process given its PID
- Added polcore().skill_checks_per_min
- Added polcore().combat_operations_per_min
- The instares dialog gump packet will no longer be sent automatically on PC death
- chrdeath.src will have to handle this
- Added uo::SendInstaResDialog( chr );
- Added AwardRawSkillPoints( mobile, skillid, rawpoints )
- rawpoints must be positive at this time
- "pol.lg2" has been renamed to "debug.log" and is enabled in
pol.cfg:EnableDebugLog=0/1
- Added process.sendevent( object );
- Added process.kill();
- start_script will now return a process scripting object
- Added npc.process, returns a process scripting object
- Global variable name information is now included in .dbg files
'-z' option removed - only '-x' generates .dbg files
.dbg.txt files no longer generated
- Added GetObjPropertyNames(object) - returns array of all cprop names
- Configfile string properties can be contained within quotes, and can contain
leading and trailing spaces, embedded quotes (\"), and embedded newlines (\n)
- SendSysMessage, Broadcast, PrintTextAbove, and PrintTextAbove all take
optional parameters 'font' and 'color'
- Added item.buyprice
If nonzero, overrides the 'vendor_buys_for' value from itemdesc.cfg
If negative, vendors will not buy this item.
- 'invisible' in itemdesc.cfg will be honored as the default.
Compiler
- Search rules for .inc and .em files changed:
- First, the directory of the including file is searched
- Next, either ECOMPILE_PATH_EM or ECOMPILE_PATH_INC (which default to
the directory containing ecompile.exe) are searched
- relative dir info from the included filename is always used.
- pass '-v10' to the compiler to see what's going on, if it can't find
your files.
- This means that:
D:\POL> ecompile -r .
D:\POL\PKG\MYPKG> ecompile foo.src
D:\POL\SCRIPTS> ecompile ..\pkg\mypkg\foo.src
should all be equivalent now.
- If you intend to use the debugger, compiling from your pol\ directory
is best, (or specifying a full path) so that pol.exe will have the
correct paths to all involved files.
- I recommend "ecompile -u -b -l -x -a -r d:\pol"
- It seems those of you using Win2k and Linux will need to have
ECOMPILE_PATH_EM and ECOMPILE_PATH_INC variables.
Reputation System
- See srcdoc/repsys.htm for current criminal/murderer flagging rules
- Added mobile.SetParalyzed( isparalyzed := 1 );
- mobile.paralyzed := 1/0 is deprecated and will become read-only
- mobile.SetPoisoned sets repsys data
- Added mobile.SetPoisoned( ispoisoned := 1 )
- mobile.poisoned := 1/0 is deprecated for this use (it will become read-only)
- mobile.SetPoisoned can set repsys data (aggressor, criminal flagging)
mobile.poisoned assignment cannot.
- mobile.SetPoisoned will no longer set the Murderer flag
- Added mobile.SetCriminal( level := 1 ), level >= 1
- Added mobile.SetMurderer( ismurderer := 1 )
- Added mobile.murderer read-only flag
- mobile.criminal will always return true for murderers.
- Healing, Unpoisoning, and Unparalyzing will clear the ToBeReportable list if
all are clear
- A mobile's Reportables list is now persisted
Added mobile.reportables (see srcdoc/uoscrobj.htm for details)
Added mobile.RemoveReportable( serial, gameclock )
- ".i_repdata" updated to display murderer flag, ToBeReportable list, and
Reportable list
- repsys.cfg: added a General section, with Criminal and Aggressor timeouts.
Client Issues
- Added Ignition support
- Weather packets are now disabled for all non-1.26.* clients (including Ignition)
- pol.cfg: DisplayUnknownPackets=0/1 added
- pol.cfg: ClientEncryptionVersion can be set to 1.26.4 , 2.0.0 , or ignition
Errors Resolved
- Fixed a crash bug in SystemFindObjectBySerial when the object wasn't found
- Possibly fixed the "skill window update" client crash bug
- hair and beards created on corpses will be marked invisible and non-movable
- Ghosts will no longer be able to pick up or equip items.
- Dye tub cursors will no longer be sent if a script cursor is active
- Script constructs of the following form will no longer alter chr.name:
var n := chr.name;
n := "hey";
- this applies to all other read/write members
- ECOMPILE_PATH_EM and ECOMPILE_PATH_INC env variables will no longer be necessary
- (See compiler section above)
- Corrected some problems with target cursors
- Corrupt .ECL files should be handled better now
- fixed a crash bug if global variables were used before declared
Miscellaneous
- movecost.cfg can have separate 'Walking' and 'Running' sections, and can
range from 0-200% of carrying capacity.
- Packages with a higher version than another enabled package by the same name
will automatically override the lower versioned package.
- Misspelled dot-commands will no longer display, so no more embarrassment
in mixed company when I leave an 'o' out of '.objcount'
05/23/2000 - POLC089
==========
Script functions can be passed parameters by reference.
put 'byref' in the function declaration before the parameter name.
function foo( pa, byref pb, pc )
pa := 5;
pb := 6;
pc := 7;
endfunction
var a := 12;
var b := 13;
var c := 14;
foo(a,b,c);
// at this point a and c are unchanged, b is 6
Note - it's much more efficient to pass arrays by reference than
by value, because pass-by-reference doesn't have to copy them
(or destroy them when it's done)
Mobilerefs and Itemrefs can be compared for equality directly
- so you can write "if (me = you)" instead of "if (me.serial = you.serial)"
- as a result, mobilerefs and itemrefs can be used as keys in dictionaries.
Linux version - gump problems, text command, MT mode problems fixed
Added mobile.title_prefix, mobile.title_suffix, mobile.title_guild, mobile.title_race
- mobile.title_prefix is displayed before the name on the paperdoll
- mobile.title_suffix is displayed after the name on the paperdoll
- mobile.title_guild and mobile.title_race are not used (but are persisted)
Added mobile.GuildId : just a numeric guild identifier
(not sure if this is how it'll be done, but this lets me start on highlighting etc)
config/repsys.cfg will be required by the core
MoveMode can be specified in npcdesc.cfg.
- This is per-NPC -- changing npcdesc.cfg will not affect existing NPCs
- MoveMode is a string, containing one or more of the following:
- "L" - Moves on Land (this is the default)
- "S" - Moves on the Sea
- "A" - Moves in the Air
- Mobiles require MoveMode 'L' to move on land.
- Mobiles require MoveMode 'S' to move on the sea.
- MoveMode A doesn't have any effect yet.
- There is no script interface to this yet.
- an example - "MoveMode LS" would be appropriate on a Water Elemental.
- PCs are all MoveMode L, unless you edit pcs.txt...
Added combat.cfg:WarmodeInhibitsRegen (default false)
Linux version: corrected an error in CreateAccount that would empty the account file (!)
Corrected bug where Paperdoll would display warmode when you weren't
'IP' entries in servers.cfg can be hostnames. A DNS lookup will be performed each time
a client connects to the loginserver.
CInt(), CDbl(), and Hex() will all operate on Substrings
Mobiles without MoveMode L might not be able to move on land.
Added account.GetProp(propname)
Added account.SetProp(propname,propval)
Added 'DefaultPrivs' and 'DefaultCmdLevel' properties to entries in data/accounts.txt
- there is no script interface.
- these are assigned to new characters for the account.
object method name searches are now case-insensitive
- so now you can write array.size() or array.Size()
- this is really so you can write account.GetProp etc
object method names can be the same as system or user functions
account.SetName should work now (account.SetAcctName has been renamed to this)
Added some more log output when message handlers crash
Added FindAccount( acctname )
Added ListAccounts()
Added account.GetCharacter( index : 1..5 ) -- for offline access to PCs
Fixed the "server full" bug when --ip-- and --lan-- were used in servers.cfg
ECOMPILE_PATH_EM and ECOMPILE_PATH_INC environment variables are now unnecessary
if they would have referred to the directory where the 'ecompile' executable is.
ecompile now creates '.dep' files so that changed .inc files will be searched for
on '-u' (update) runs. ('ecompile -u -r .')
If no .dep file exists for a .src file, no dependencies are assumed - so in order
for this to work properly, run 'ecompile -b -r .' to recompile everything once.
Added http::QueryIP(), returns IP address of connecting browser.
PrintTextAbove and PrintTextAbovePrivate will use the correct description,
rather than always using the text from tiledata.mul
Added account.DeleteCharacter( index : 1..5 )
Added account.EraseProp( propname : string )
cfgfile::GetConfigStringKeys and cfgfile::GetConfigIntKeys should work now.
Added CChr, CAsc, CChrZ, CAscZ
ecompile will optimize IF statements with constant test expressions
substring access with out-of-bound indices will return an error rather than aborting the script
start_script will return an error rather than aborting the calling script.
Fixed a problem involving dictionaries, persistence, and substrings.
04/08/2000 - POLC088
==========
Fixed a crash bug when an item was destroyed while equipped on an offline mobile
Fixed a crash bug when an error occurred reading properties for a new NPC
Added mobile.hp_regen_rate, mobile.mana_regen_rate, and mobile.stamina_regen_rate.
- a value of '100' adds one point every five seconds.
- a value of '50' adds one half point every five seconds.
- ...you see the pattern...
- applied fixes for negative regen rates, and regen rates for new characters.
Added the BASIC-style FOR-loop to escript.
for i := 1 to 5
print(i);
endfor
is the syntax.
Added the 'dictionary' complex datatype for scripts.
usage:
var dict := dictionary;
dict[ "green" ] := "blue";
dict[ "red" ] := "orange";
dict[ 12 ] := "yellow";
print( dict[ "green" ] );
print( dict[ "red" ] );
methods:
dictionary.size() : number of elements
dictionary.erase( key ) : erase an element
dictionary.insert( key, value ) : insert an element
(equivalent of dictionary[key] := value;)
dictionary.exists( key ) : check for existence of a key
dictionary.keys() : return an array of all keys
dictionaries can be persisted.
keys can be integers, reals or strings.
values can be anything.
Added cfgfile::GetConfigStringKeys(config_file)
Added cfgfile::GetConfigIntKeys(config_file)
Packages can contain a 'www' directory.
(use URLs like "http://127.0.0.1:8080/pkg/saver/")
www directories and subdirectories will be searched for index.ecl, then
index htm, if no page is specified.
Added item.invisible; only applies to items in the ground, and the same
deal with moving "out of range" after enabling the 'seeinvisitems' priv applies.
run_script_to_completion will return the 'return value' of the script it runs
(the return value is what the 'program' section returns)
it will return an error if the script does not exist.
Fixed bugs in gump handling
Fixed bug in GetWorldHeight (kept dungeon teleporters from working)
03/05/2000 - POLC087
==========
Removed annoying hit-script debug output
Added logon scripts, logoff scripts, reconnect scripts.
Added delayed logout (see docs/logonoff.txt)
- at a minimum, you will need scripts/misc/logofftest.* for this
Line-of-sight will succeed to items in your backpack.
Added the 'losany' privilege for letting you ignore LOS.
Multis will be checked in Line-of-Sight tests
PCs can now walk through items they can move. Hopefully this means if
you're a GM and the client wants to let you walk through something,
the server will let you.
Added character.enabled( setting ) to allow scripts to check enabled settings
Added the 'ignoredoors' privilege to let you walk through doors if your
client files will allow it (requires a modified VERDATA.MUL)
config/cmds.cfg added - specifies cmdlevel names and textcmd directories.
character.setcmdlevel( cmdlevelname ) added - set cmdlevel by name
character.cmdlevelstr added - text name of the cmdlevel
textcmds can be specified in packages; just make a textcmd/gm etc directory
- these are only scanned at startup, so if the directory doesn't exist then,
it won't be searched until restart.
character.poisoned added - just makes your health bar green or not.
- this is not saved with world state.
Added a console keypress interface - see config/console.cfg
Fixed house-walking bug on restart
Added os::unload_scripts(scriptname) -- see os.em
Added os::set_script_option(optnum,optval) -- see os.em
Added uo::Shutdown()
Added character.ip (returns an empty string if no client connected)
Added a facility for banning logins by IP. You'll need config/bannedips.cfg
MoveItemToLocation and MoveItemToContainer will check the 'moveany' setting of
the script controller.
EquipItem will check item movability
Server should no longer crash if you hit Ctrl-C while packages are loading
Added character.gold member
Added character.spendgold( amount ) method - spends nothing and returns error if
character doesn't have enough. Does not recurse into locked containers.
Added uo::ConsumeSubstance( container, objtype, amount ) - consumes nothing and
returns error if container doesn't have enough. Does not recurse into locked containers.
MoveItemToContainer will no longer allow a container to be moved into itself,
or into a subcontainer in itself.
Automatic skill advancement when skill is below 10 will only occur
if you had some chance of success
Fixed some movement errors; it should be possible to walk into caves now.
- dropping things on the ground in caves probably doesn't work yet.
character.gender is now read/write
Items being dragged will be moved back into the backpack when a character dies
(so they'll be moved to the corpse or kept based on newbie status etc)
02/01/2000 - POLC086
==========
Inactivity timeout will not occur to those with cmdlevel > 0
Inactivity timeout will not occur until a character is chosen or created
"InactivityWarningTimeout" and "InactivityDisconnectTimeout" in pol.cfg configure
the inactivity timeout in minutes. Set either to 0 to disable.
pol.cfg will be checked for changes every 30 seconds. Settings that can be changed
without restarting will be re-read.
Added map checking to correct LOS issues in dungeons. (pol.cfg:ExpLosChecksMap=1/0)
- currently inhibits LOS across bodies of water, which may be bad.
Packet formats changed to match latest client
(skill locking stuff is ignored)
uo::SendSkillWindow( towhom, forwhom ) added. A script could send you skills for
someone else, if it wanted; you'd get spurious "skill value changed" notifications,
but that's your choice.
scripts/misc/skillwin.ecl will be run on "Skill Window" (Alt-K) requests if present.
MoveItemToLocation takes a 5th parameter, 'flags'
- instead of adding MOVEITEM_FORCELOCATION to the z parameter, pass it here
- pass MOVEITEM_NORMAL or 0 for normal z-corrected movement
- for now, I'm making the 'flags' parameter mandatory, as all existing scripts
need to be changed. Later I'll make flags default to 0.
Added EVID_DOUBLECLICKED event, sent when an NPC is doubleclicked
This event must be explicitly enabled with EnableEvents().
scripts/misc/skilladv.ecl will be run when a visible skill change happens
- parameters are (who, skillid)
- this is called for PCs and NPCs.
default 'facing' prop added to itemdesc.cfg
EquipTest scripts added - scripts/misc/equiptest and all package equiptest scripts
will be called to determine if an item can be equipped.
The 'mount' layer (25) can now be equipped.
- lots of issues are left yet - combat effects, what happens when you die, and so on.
pol.cfg:MinCmdlevelToLogin can specify the minimum cmdlevel allowed to log in.
(So you can set your server to GM-only access temporarily or whatever)
Objtype 0xF021 is now the 'mount' object type.
Add the following entry to itemdesc.cfg:
Item 0xF021
{
name mount
graphic 0x3EA2
}
Graphic 0x3EA2 is a horse. 0x3E9F to 0x3EA6 will use other mount types.
Added uo::OpenPaperdoll( towhom, forwhom ). Sends the paperdoll window.
scripts/misc/dblclickself.ecl will be executed when you doubleclick yourself,
if it exists. The core will still handle "Open Paperdoll" macro requests
internally. The basic doubleclick-self script would look like this:
use uo;
program dblclickself( me )
OpenPaperdoll( me, me );
endprogram
Weapons can specify MountedAnim in itemdesc.cfg.
config/animxlate.cfg specifies animation translations for actions while on
a mount. Most weapons shouldn't need MountedAnim entries if this is
populated correctly. (thanks to Myrathi for filling in animxlate.cfg)
Removed messages when skillwin.ecl and skilladv.ecl don't exist
Fixed a crash bug if you tried to spend gold with no backpack.
The game clock will be paused during world save. This should eliminate CPU
usage spikes afterwards.
Script compiler takes two new parameters:
-b : keep building other scripts after errors are encountered
-u : only compile updated scripts (.src newer than .ecl)
Script compiler will warn for locals with same name as globals
(only if -w 'enable warnings' option is