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Old 12-07-2002, 02:18 PM   #1 (permalink)
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Default RunUO Beta 11 Release, changelog inside.

Here ya go...[list]
------------ChangeLog----------------[*]BaseWeapon is now scripted [*]BaseArmor is now scripted [*]OreInfo is now scripted [*]OnAdded event added to Item classes [*]OnRemoved event added to Item classes[*]Fixed unknown node warning when you put comments in regions.xml [*]Changed the MagicResist check skills so they only check once, and can't raise resist to 120 with magic arrow. [*]Fixed a bug with magic reflection. [*]Can no longer use a skill while casting a spell.[*]Fixed some owner/friend/co-owner bugs on house keyword uses [*]Strongboxes are no longer movable [*]Bug where guards would not come when called if attacking from outside guard zone fixed [*]Fixed bug where guard-killed NPCs dropped corpses [*]Fixed potentially serious bug where killed horses would not dismount [*]Added [dismount command to forcefully dismount a character [*]Fixed bug allowing non-human NPCs to be disarmed [*]Fixed bug allowing stun/disarm to be used when skills were set lower [*]Moongates can now be activated by double-clicking[*]Clothing bless deeds can now only bless clothing [*]When a scissorable resource is cut, it now retains it's newbied status[*]We can now smelt Ore into Ingot.[*]Added MaxItems property to containers--strongboxes set to 25 [*]Recall runes dropped onto runebooks now play a sound[*][SetSkill skillname value [*][GetSkill skillname [*]Note that [setskill does not check the skill cap or the skills cap.[*]Message warning if looting a corpse will be a criminal action [*]Meditation now gains passively [*]Getting damaged now disrupts meditation [*]Swinging a weapon (or fists) now disrupts meditation [*]Using stun/disarm macro now disrupts meditation[*]Client gump now displays client version [*]Client gump no longer has a firewall button [*]ClientVersion class added: used for tracking and verifying client versions
- static RequiredVersion field
- static AllowRegular, AllowUOTD, AllowGOD fields
- static KickDelay field[*]Fixed a bug in BaseVendor that would give you the wrong thing if the vendor sold out of something... Vendor buy lists may finally be bug-free! [*]Modified the CheckSkill for MagicResist, gains are now based on the circle of the spell you resisted (5th circle will raise you to 75 resist, 6th to 85, and 7th to 120)[*]Implimented SpellDamageTimer so the damage from spells hits slightly after the animation (as per OSI, verified by me). [*]Changed the NextSpellTimer ("You must wait for that spell to take effect"), you now have to wait 2.25 seconds after casting any spell to cast another one.[*]Added PlayMusic packet [*]Added Followers/FollowersMax to Mobile class [*]Added core support for pet renaming:
- Mobile.CanBeRenamedBy( Mobile from )
- EventSink.RenameRequest [*]Moved name verification out of character creation, made more extensive, customizable, and secure[*]Tamed or Summoned creature can now be controlled [*]Tamed creature can now be renamed [*]Summoned creature now disappear after an amount of time [*]OSI Followers system is now supported [*]Actual Monsters/Mounts that should be tamable are tamable [*]Mounts can only be ridden by their Master (or any GMs) [*]You can no longer jump from a mount to another. You actually need to dismount it first [*]BaseMounts is now derived from BaseCreature [*]Skill: Animal Taming [*]Skill: Provocation [*]Skill: Peacemaking [*]Spell: Dispel now dispel Summoned Creature [*]Spell: Air Elemental [*]Spell: Fire Elemental [*]Spell: Earth Elemental [*]Spell: Water Elemental [*]Spell: Summon Daemon [*]General AI system improved [*]Re-Organisation of the AI code [*]PredatorAI added (fighting animal) [*]BerserkAI added (Attack everyone, no flee) [*]Vendor: Tavern Keeper [*]Vendor: Baker [*]Vendor: Hair Stylist [*]Vendor: Tinker [*]Vendor: Butcher [*]Vendor: Weaver [*]Vendor: Cobbler [*]Vendor: Scribe [*]Vendor: Inn Keeper [*]Vendor: Bard [*]Vendor: Herbalist [*]Bug fixed relating to remove-all-items-of-type in deserializer[*]Bug fixed where [wipe could wipe container items[*]Added customizable regeneration rates:
- Mobile.DefaultHitsRate, DefaultStamRate, DefaultManaRate
- Mobile.HitsRegenRateHandler, StamRegenRateHandler, ManaRegenRateHandler [*]Fixed bug where Disconnected was invoked on connect, and Connected was invoked on disconnect [*]Moved add, tile, and recompile commands to scripts [*]Moved the stuck menu to scripts[*]Meditation now takes armor into account (again) [*]Added Core.ExePath - used by CrashGuard[*]Added all jewels[*]If bool Region.Saves{ get; } returns true, the region will be serialized [*]Regions have a Serialize/Deserialize function, which works just like it does for items. [*]Regions that save have to supply a Unique ID to the region constructor, if they don't, then their UId could change any time, and they could loose their data.[*]Fixed bug where you would notice your own snoop/steal [*]Fixed bug where meditation would gain while dead [*]Fixed bug where heal potions could be used (but didn't work) when poisoned [*]BaseMulti is no longer abstract [*]BaseMulti is now marked constructable[*][skills - shows skills of current player and allows you to edit them. [*][client - Added Resurrect button [*][client - Added Player's Skills button[*]Added Mobile.CheckSpellCast [*]Added Mobile.OnSpellCast [*]SpeechEventArgs.Speech can now be changed[*]Added Resurrection gump (do you want to res now?)
- The resurrect command does not offer an option (and also has no statloss) [*]Added Report murderer gump. (A gump is shown for each person who helped kill you.) [*]Added ShortTerm/LongTerm murders
-Short term decay in 8 real world hours
-long term decay in 40 real hours
-long term decide whether you highlight red or not (>= 5)
-Short term decide stat loss [*]Added stat/skill loss for murderers.
-5 kills you loose 5% of all stats(over 10), and 5% of all skills (over 35)
-10 kills is 6%, 15 is 7%, all the way to 50 kills, 15% max [*]Added CheckSkill with a factor for skill gain.[*]CheckSkill no longer allows you to gain as a ghost (On a side note, individual skill should probably check this anyway)[*]Added GainFactor to Skill, to allow some skills to gain easier than others. [*]Rewrote skill and stat gains, skill gains are now based on closeness to the skill cap (individual and total) as well as success/failure (Thus, at 699/700, skills are pretty hard to gain). [*]Stat gain increased 3x. [*]Skills and Stats with locks pointing down will now go down sometimes before you reach the stat/skill cap[*][Props gump (and all it's subclasses) moved to scripts, interface tweaked [*][Props gump now supports editing timespans[*]Spawners can now spawn items [*]Objects deleted in world load are queued until load completes [*]BankBox without an owner deletes itself[*]Explosion potions added[*]Problem with using Unicode characters and speech keywords fixed [*]A small problem with the location calculations when dropping items in containers fixed [*]Metal chests now have the proper container bounds [*]Night sight potions now craftable[*]Explosion potions now craftable[*]Alchemist vendors now sell all potions, and hair dye[*]Thirst added to Mobile[*]BAC (Blood Alcohol Content, for ale and whatnot) added to Mobile[/list:u]
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Old 12-07-2002, 02:37 PM   #2 (permalink)
 
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really good and Nice work RunUO devs !!!

just one question

what is "BaseMulti is now marked constructable "

you mean we can construct basemulti in runuo without melt it ?
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Old 12-07-2002, 02:38 PM   #3 (permalink)
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bravo post
:P
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Old 12-07-2002, 02:39 PM   #4 (permalink)
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BaseMulti constructable means you can

[add BaseMulti 0x4064
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Old 12-07-2002, 03:13 PM   #5 (permalink)
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... "wow".

So much was added I can't believe it.
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Old 12-07-2002, 03:16 PM   #6 (permalink)
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Sent by God, I tell you.
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Old 12-07-2002, 03:32 PM   #7 (permalink)
 
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You guys are getting there !
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Old 12-07-2002, 03:46 PM   #8 (permalink)
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Yes, wonderful update. So much things in there that i have been waiting for. Not far now to v1.0. You even may get there before new year as you were hoping for. Bravo!
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Old 12-07-2002, 04:10 PM   #9 (permalink)
 
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its great
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Old 12-07-2002, 05:33 PM   #10 (permalink)
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HeHeHeHe *runs to the download section*
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Old 12-07-2002, 06:14 PM   #11 (permalink)
 
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Well done! I really am enjoying the progression of this project, keep on whipping those code monkeys :P
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Old 12-07-2002, 07:30 PM   #12 (permalink)
 
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:evil:
How Sweet it is
:twisted:
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Old 12-09-2002, 02:52 AM   #13 (permalink)
 
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Outstanding work, Thanks!
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Old 12-09-2002, 05:29 AM   #14 (permalink)
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Great work!

Only thing is, you may want to create a seperate daemon and elementals for summons - currently the ones we summon have loot.
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Old 12-09-2002, 12:41 PM   #15 (permalink)
 
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this is a great edition.. some of the stuff(mobiles) that i created didnt have to have that many changes...coolness..
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Old 12-10-2002, 04:54 AM   #16 (permalink)
 
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Great job!
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