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Shinigami POL Core Developer
Joined: 30 Jan 2006 Posts: 292 Location: Germany, Bavaria
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Posted: Sun Apr 15, 2007 4:43 am Post subject: 2007-04-15 POL 097 Win32, Linux and FreeBSD RC3 - Coregina |
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RC = Release Candidate
| Code: | 4-12 Austin
Added: Projectile support for NPC intrinsic weapons.
Property keys are AttackProjectile, AttackProjectileAnim, AttackProjectileType and AttackProjectileSound
4-8 MuadDib
Fixed : Crash involving Realms() and passing non-string param or empty param to it.
Changed : Sending of worn items to inrange pcs has been optimized. Should help
reduce load a little bit for fully dressed mobs and full packs. Maybe
reduce server load during bashes? Would require testing of course to make
that statement :)
Removed : CreateNPCFromTemplate() will now only accept Struct for override props.
Arrays was removed due to core changes in array handling since this
function was updated to use arrays.
4-4 MuadDib
Added : WornItms Container checks that look for and handle container class
objects like Quivers, etc, will ignore the following layers for the
obvious and specific reasons:
11 (hair), 15 (shhhh), 16 (beard), 21 (pack), 25 (mount)
Changed : WornItems container checks when looking for accessible items. If an
item inside the WornItems container is a container itself, it will
now check inside that. This affects for example, quivers added in
the ML Expansion. Lets you make new equippable containers to
hand layers, etc, and be usable fully for adding items into it
and removing while equipped. This is in effect for layers 1-25
so be very carefull when creating these items!
Changed : WornItems container is now checked for legal containers when drag-n-drop
attempts to drop an item onto the equipped container class object (quiver).
THe above layer ignoring is in place here also.
Added : Projectile weapons will now check equipped containers for ammo if it
cannot find any in the backpack first.
NOTE : I very strongly recommend making equip scripts and all for these
items. Since it IS a container, you need to make sure the layer
the client is putting it on, is the correct layer. So just have the
equip script make sure the correct layer is empty on the character
equipping this. Remember, these are CONTAINERS, not armor/weapons.
The client will allow equipping only if the item is set as armor
or weapon, and uses layers client side. Never trust the client, thus
the need for an equipscript for containers when they can possibly be
equipped.
3-28 Shinigami
Changed: Adjustment to increasing the revision state for Equipment loosing
HPs while fighting.
1-15 MuadDib
Fixed : PrintTextAboveCL() now checks for object instead of mobile class
being passed to it.
Changed : Default of uc_text in cliloc.em. Just smack me.
1-3 MuadDib
Added : Packets that are pre-character selection will now report a struct to
a packethook with the member "ip". So far this is the only member in
the struct. Future members might be added, but don't hold me to it.
Account references at this time, cannot be added. |
and core-changes from :
| Code: | 3-30 MuadDib
Notes : Due to questions involving this, here is a partial list of things passable
through the override of CreateNPCFromTemplate that use different names:
Common Properties:
TRUEOBJTYPE
TRUECOLOR
TITLEPREFIX
TITLESUFFIX
TITLEGUILD
TITLERACE
These should work also from the override you usually use. Noting these
due to being named differently than what you usually use and see.
3-29 MuadDib
Added : 0x3e98 (Swamp Dragon) added to uoconvert.cfg.
1-9 MuadDib
Fixed : Status Flag checks totally rewritten. PLEASE PAY ATTENTION! They are now
dependant on the UOExpansion Setting for accounts! Older (2.x) clients
did not use the CanAlterPaperdoll flag, and used 0x40 for the warmode,
and so on. LBR era, introduced the CanAlterPaperdoll (or around there).
AOS+ clients use even more different, using 0x1 for warmode! Paperdolls
seem to only use the warmode, unlike all other resources say.
1-6 MuadDib
Fixed : Height checks when walking down items with gradual flag (such as ladders
ands steps).
1-4 MuadDib
Fixed : Status flag in paperdoll packet. |
Win download : http://releases.polserver.com/index.php?dir=Core/Windows/097
Linux download : http://releases.polserver.com/index.php?dir=Core/Linux/097
FreeBSD download : http://releases.polserver.com/index.php?dir=Core/FreeBSD/097
feel free to test it...
Last edited by Shinigami on Sun Jul 15, 2007 6:11 pm; edited 1 time in total |
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Xandros
Joined: 17 Feb 2006 Posts: 76
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Posted: Mon Apr 16, 2007 8:15 am Post subject: |
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Thanks, some good changes there. Some questions though:
- I have no clue what this paperdoll flag thing is about, and I may
need to understand that, since we are using new clients, but leave
UOExpansion settings to T2A for some reasons.
Can somebody explain what these paperdoll flags are about, or point
me to the thread where that problem was discussed?
- Why will "WornItems Container checks that look for and handle container
class objects" ignore Layer 21 (Pack) "for obvious reasons"? Are you saying that because there is already code for handling the pack, and
it's just seperated from the code that handles the other layers?
- I don't understand what ".. you need to make sure the layer the client
is putting it on, is the correct layer. [...] The client will allow equipping
only if the item is set as armor or weapon, and uses layers client side ..."
is all about. Items like fishing rods or spellbooks existed all the time,
they're neither weapons nor amor, and we never had any problems with
them - did I miss any potential problem, do I have to change anything
for those items too?
Xandros |
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Xandros
Joined: 17 Feb 2006 Posts: 76
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Posted: Mon Apr 16, 2007 2:56 pm Post subject: |
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| MuadDib wrote: | | Yes, the core usually checks the right things. However, if you have an item that goes for example, over several Coverage layers (like a Robe for example), but it's a container, you need to check in it's equipscript, that ALL of those layers are available to the player before allowing to equip the container. |
I'm still not sure if I understand that. From what you say, it seems that
there is something about an equippable container that is different than an
equippable armor, but I don't exactly understand what it is.
And apart from layers 1 and 2, I have never seen any item that uses more
than one layer (a robe definitely does not block more than one layer, nor
does a quiver).
Is all of this just a theoretical warning "if you create new items, and you
want them to block more than one layer, you'll have to check that for
yourself in equiptest"?
Xandros |
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