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📄 devupdate.txt

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Updates file
24th October, 2000 (Build 20)

DEVTEAM FIXES
Spam message on console gone
RefreshItem optimization
Lock down checks on items with skills (not all skills)
Balance works correctly
Vendor item restock code cleanup
Displaying of locked down status of an item with single click
INCZ command added
Hair Dye gump (item ID 0x0E27 new style, 0x0EFF old style) -> NEEDS NEW MISC.SCP FILE!
Problematic hue removal (transparent items will persist)
Permanent Hiding(players) is no longer possible

FREELANCER FIXES
Optionable potion usage delay (simple delay, doesn't take type into account) (Thaliq)
Purchasing goods from vendor with money in bank 	(Gunther/Chaos/Abaddon, scriptable threshold)
Item repairing 						(Thaliq)
Scriptable health and stamina checks for spell casting 	(Thaliq)
Combat animations and sound effects cleaned up 		(Chaos)

----------------------------------

9th October, 2000 (Build 19c)

DEVTEAM FIXES

Magic Spellbook memory reduction
	NOTE: We have limited legacy spellbook support.  
	As long as you don't add a spell to your spellbook, your old spellbooks should continue to work, 
	but as soon as you add the first spell to it, only that spell will be in it (switches to new spellbook type).  
	To the GMs out there, I would find all your players with spellbooks, take note of the spells they have, 
	and construct new spellbooks for them, deleting the old ones.  
	It also allows for spellbooks to be "prefilled".  

	The new spellbook layout is like this:
		MOREX, MOREY and MOREZ are reserved on spellbooks.  
		Each is a 32 bit word, representing a possible 32 spells each word.  So the traditional spellbook 
		is represented by MOREX and MOREY only.  
		MOREX contains info on circles 1->4, and MOREY on circles 5->8. 
		Think of each of these as a 32 bit long BINARY number.  
		An empty spellbook would look like: 00000000 00000000 00000000 00000000 Those are your 4 circles.  
		Each circle has 8 bits.  
		Circle 4 is on the left, circle 1 is on the right.  
		Within a circle, the spells count down from left to right.  ie 10000010 In this case, the person has
		spell 8 and 2 of that specific circle.

		For windows users, it is easy to setup the scripts.  
		Open up windows calc, set it to scientific mode.  Choose binary.  
		Now fill in the spell configuration you want for a spellbook (we'll use an example of spells 1 and 3 
		in circles 1->4).  It would look like this: 00000101 00000101 00000101 00000101  
		Now hit the decimal radio button, and it will convert it back to base 10.  
		You should get the number 84215045.  
		Put this in the MOREX section, and the spellbook is prefilled!  
		That's circles 1->4, the same applies to 5->8 but it's for MOREY instead.

Reputation flagging of other creatures should be greatly improved
Monsters of AI type 2 now search a scriptable distance for targets.  
	SECTION COMBAT and the MAXRANGE value determines how far away a monster considers a "valid" target.  
AI type 2 updated so they won't attack their owner, and there's a slim (less than 10%) chance they'll 
	attack their own race if not the default race.  
	Also, they will not attack racial allies.
Guard attack delay bug should be fixed
Spell interruption should occur for all spells that do damage

FREELANCER FIXES
Gem based armour creation (Thaliq)
Spawnregions won't save chars.  When server starts back up, the spawnregions will respawn, no extra NPCs (Dodger)
Walking corrections (Knoxos)
Boat updated source (Zippy-)
Newbie Item Fix	(Thyme)



25 September, 2000 (Build 19b)

DEVTEAM FIXES

Further Mark, Gate, Recall region check stuff (precasting fixes)
Inscription corrections
Build # now in console title on Windows
Spell interruption
Weather bug fix
'wtrig command fix (new syntax 'wtrig hail)
Slight optimizations in combat code
Should disconnect any accounts in use when logging in

FREELANCER FIXES

Tailoring changes for bolts of cloth (Thyme)
Animation corrections (Chaos)
Stat advancement fixes (Gunther)
VERy walking exploit fix (Knoxos)
2 Attacker combat bug (Thyme)
Linux compilation fixes (Knoxos)
Chaos&Order gate stuff (item type 206, WIG)
No requiring house and key for placing vendors (Thyme)
breakConcentration function added (knoxos)
Poison tweaking on EV/BS (Thyme)
Invulnerable character skill gain  exploit fix (Thyme)
Invulnerable character damage fix (Thyme)
Summon creature location fix (Thyme)
Healer attacking flag issues (Thyme)
New makefile for linux (Knoxos)

....
and probably more, it's too late to be thinking coherently
/**********************/
What does the STATADVANCE number do? Simply put, this number represents the percent chance that the stat associated with a skill that is used will 
go up by one. Each increment of 1 is a 1/10th percent chance. Example: To give players a 4% chance of raising a stat set this number to 40. The default
value of this setting is 20, or a 2% chance. (players would be lucky to gain 1 stat point in a day) Setting this number to 0 will disable stat
advancement completely. A setting of 20 is fairly close to the advancement rate seen from build 19a and earlier. To slow things down to a more
OSI-like setting, set this value to a range between 7 and 10.
/**********************/
11 September, 2000 (Build 19a)

DEVTEAM FIXES

Mark, Gate, Recall region check bug fix
Explosion Potion exploit fix
Header cleanup
Source tidy up to work with STLPort

INDIVIDUAL FIXES
Colour stacking (Gunther/Thyme)
Carving fix (Thyme)
Criminal when carving human corpse (Thyme)
Mining timing fix (Thyme)

22 August, 2000 (Build 19)

DEVTEAM FIXES
NPCS should be 4x faster		(NPCSPEED dropped from 0.5 to 0.125)
Wholist/Offlist added 			(Offlist accessed via 'wholist off)
Tailoring fix
Murder bug fix

INDIVIDUAL FIXES
Stat bounce fix				(Gunther)

1st August, 2000 (Build 18C)

Inscription duping fix should be corrected
Smithing code greatly simplified
Tailoring, Carpentry, Tinkering, Fletching and Bowyering now only need resources in one of your packs, not your main pack
Fishing fixes
Players can delete their own chars

15th June, 2000

(COMMITTED BY THE DEVTEAM AS BUILD 18B)

Disable trigger fix
IGNITION compliance

30th May, 2000

(COMMITTED BY THE DEVTEAM AS BUILD 18A)

Healing exploit fix + timing issues corrected
Anatomy check added to healing
Vendor sell fix

29th May, 2000

(COMMITTED BY THE DEVTEAM AS BUILD 18)

SetID fixed, works correctly
Ghosts cannot die
PUT trigger fixed
Healing fixes + time delays
Elemental corpse fixes
Can't sell > 1 of any item that isn't pileable

26th April, 2000

(COMMITTED BY THE DEVTEAM)

OpenDoor macro exploit fix
Horse summoning exploit fix
Writeable book fixes
Slight combat fixes

19th April, 2000

Committed newer crypt for client 2.0.0				(Abaddon)
GetMsg receives new packet 0xBF properly, but doesn't process	(Abaddon)

7th April, 2000

COMMITTED BY THE DEVTEAM

Deathstuff no longer has a charcount loop
Port UOX runs on is scriptable, defaulting to 2593
Running uox with the # parameter will now work correctly
Writeable books have been implemented

8th March, 2000

Committing of 15g source

25th February, 2000

Plugged a crapload of memory leaks, stability fixes               (EviLDeD)
Few == tests being made now, rather than =                        (Abaddon)
Proper string comparisons with townstones                         (Abaddon)
PathFind routine finds correctly                                  (Abaddon/EviLDeD)

20th February, 2000

Rewrote smithing / smelting / mining funcs, work cleaner/quicker  (Abaddon)
16th February, 2000

Fixed up carpentry so non-GMs can now create things               (Abaddon)
You can now target resources in any of your packs for carpentry   (Abaddon)

15th February, 2000

Guards no longer smack down pets in cities                        (Homey)

14th February, 2000

All item targeted spells (Lock/Unlock/Trap/Untrap) now work       (Abaddon)
Xtele and such resend the items in range                          (Abaddon)
Dupe now dupes a stack correctly                                  (Abaddon)
Added footsteps option to server.scp.  In top section, add....
FOOTSTEPS 1
to turn on, 0 to turn off                                         (Abaddon)
Arrows and fireballs fly straight                                 (Ripper)

13th February, 2000

Partial class implementation of wholist, can someone who understands
it PLEASE take a look at it, it's got me stumped completely       (Abaddon)
Removed a nasty crash where AddRespawnNPC would open, but not close
the npc.scp.  After a long enough period, it died, causing a server crash.
This has been resolved                                            (Abaddon)
Tweaked up protection/arch protection, lasts longer, does more    (Abaddon)
Guest entry in accounts.adm now saves properly                    (Abaddon)

12th February, 2000

Added Protection to spells, it boosts parrying only at the moment (Abaddon)
Arch Protection works, need to enable it in spells.scp            (Abaddon)

11th February, 2000

Addition of /removeshop to remove the shopkeeper status of an NPC (Abaddon)
Added the TEffect class as a replacement for the global teffect array
due to the fact that with VC 5 deleting that array caused a crash
This way it's cleaner, code's easier, and works just as well
Tested with 3 open doors, curse, strength and agility all at once (Abaddon)

10th February, 2000

Fix so that you can't equip a 2 handed weapon when already
having equipped a single-handed one                         	(Abaddon)
Addition of bar doors (id 190E) E/W only (doesn't block)    	(Abaddon)
Added LOS and 10 pace check to opening packs on ground      	(Abaddon)
Addition of /reportbug, any text following command is logged	(Abaddon)
Only make carving motion with fletching if got resources
and target is valid                                       	(Abaddon)
Summon creature works, edit NPCLIST 10000 for list of creatures
that can be summoned                                        	(Abaddon)
xGM status saved along with the accounts			(Abaddon)
Public member of accounts added					(EvilDeD)
Reduced item_st by a further 156 bytes.  Desc member of item_st
was 256 bytes.  The only way this was written to was via speech
and the client won't allow that long a string to be typed in
so we can relatively safely assume we don't need 256 bytes and
that 100 is likely to be sufficient                         	(Abaddon)
Item's desc field saved/loaded to/from disk                 	(Abaddon)
xGM and Public for accounts default and initialize to false 	(Abaddon)
Added default summon creature list                              (Xuri)

9th February, 2000

Took out talkingto[], spattackvalue[], oldserials[],
and contcache[]. These arrays did NOTHING, just taking
up space....							(Zippy)
Changed loscache[] and itemids[] to static 1000 size 
arrays.  This is PLENTY for them, they did NOT need to
be itemcount size, they could even be smaller.			(Zippy)
(Depends on the area size, and whether people use a lot of tiles
there's a distinct chance you could exceed 1000)
A few more boat fixes						(Zippy)
Reduced item & char struct sizes a bit.(use CHARs, and SHORTs)	(Zippy)

8th February, 2000

Brought whomenudata into alignment sizewise with serial
whomenudata was an int, serial is a long, data loss         	(Abaddon)
Numerous comments, smithing partial fixes (coloured ore)    	(Abaddon)

7th February, 2000

Major boat fixes, large and medium boats need to be 
rescripted. Boat blocking should work *pretty* well now
although there are some places where you can still go
PART way into the land and get stuck.				(Zippy)
You can board and leave boats correctly now			(Zippy)

3rd Febuary, 2000

Fixed the bug where you could attack a healer to get healed	(Eagle)

31st January, 2000

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