New to version 3.18
updated 1/13/07
Bug Fixes
- fixed a possible exploit with the TAKE keyword in which players could hold an item on the cursor and prevent the item from being taken (thanks to DazedAndConfused for pointing this out).
- fixed a possible crash when using the SET keyword with no args in an XmlDialog Action field (thanks to morganm for pointing this out).
- fixed a display bug with the 'search for type' button in the spawner gump (little arrow to the right of the spawn entry) not listing all type categories. (thanks to Irian for the fix).
Modified Features
- added a new installation step (STEP #13) to the "installation 2.0.txt" file that includes a small mod to lootpack.cs that is required for the LOOTPACK keyword to function under RunUO 2.0 (thanks to snicker7 for pointing this out).
- modified the XmlDeathAction attachment to support multiple actions in a single Action specification. Just separate the multiple actions with semicolons.
New Features
- added the 'GETONNEARBY,range,name[,type][,searchcontainers],property' keyword that can be used to get or test properties on nearby items or mobiles. This can be used in property assignments or property tests. If more than one of the specified object is found, it will only return the value from one.
For example, to test to see if someone has placed the longsword named "Grizzleblag" on the ground near the spawner you could use a condition test like
GETONNEARBY,1,Grizzleblag,longsword,visible=true
Or you could get the size of a pile of gold in a nearby container with
SENDMSG/{GETONNEARBY,1,,gold,true,amount} gold pieces are in the container
- added the new standalone keyword 'SETONPETS,range' that allows you to set properties on nearby pets belonging to the triggering mob where the range is the distance from the triggering mob. You would use it like
SETONPETS,range/prop/value/prop/value...
- added the new 'GETACCOUNTTAG,tagname' keyword that allows access to account tags on the triggering player (thanks to CEO for the suggestion). This can be used in value assignments or property tests. For example, if you wanted to test for an account tag before handing out a quest, you could use a Condition test like
GETACCOUNTTAG,quest1="done"
where 'quest1' would be the account tag name, and "done" would be the value of the tag, or
SENDMSG/I see that you already have {GETACCOUNTTAG,numRewardsChosen} veteran rewards.
where 'numRewardsChosen' is the account tag used to keep track of vet rewards.
- added the new 'SETACCOUNTTAG,tagname/value' keyword that allows you to create or change the value of account tags on the triggering player. For example, to create an account tag named 'quest1' with the value 'done' use a spawn entry like
SETACCOUNTTAG,quest1/done