History of changes: (Use this to list changes you made to the source)

=============================================================================================================================================
Fixes, additions and changes to UOX3 v69.02 - Tauriel and the UOX Dev Team

   This release is mostly bug fixes, and features.  The next release will be
   solely file format changes and bug fixes.  Then the long awaited SPEED boost
   will be in 69.04.  EviLDeD is in charge of the 69.03 release, and Crwth the 69.04.
   
New Files added:
   house.scp
   
New Commands:
/wholist  (by Homey)

	/wholist is a GM tool. It lists the players on-line and
			allows you to perform certain GM options on them, like
			teleport to them, bring them to you, jail, release, kick.
			It works very well, try it out.
			   
New/Fixed features:
	 Explosion potions now work you have 3 seconds to get rid of it.
	 
	Explosion potions were re-written. (Tauriel)
	sleep(20) was added back in to return some system resources for
	   NT systems.  (Tauriel)

	Stealing and Snooping fixes by (Crwth)
	Random and Area spawn fixes by (Tauriel)
	Line of Sight fixes by (McCleod)

	New /wholist command by (Homey)

		This is an awesome command... Try it out.

	More trigger fixes (Tauriel)

		Triggers will now give skill and stat gains properly.
		Well.... as defined in skills.scp.  Also added trees
		to lumberjacking in wtrigrs.scp

	Line of Sight (McCleod)

		No more arrows through walls!  No more fireballs from nowhere!
		This has been a greatly-needed addition, and thanks to
		McCleod, is now available!

	Healing Skill (Phantom and Wolfgang)

		Players with high-enough Healing skill can now cure and even
		resurrect other players!  This implementation does not require
		the Anatomy skill as on OSI shards.

	Unlockable Spawn containers (Phantom)

		A variant on the item spawning containers, these ones can't be
		locked by mean thieves for their own plundering.  This has
		been implemented as type 65.

	Guest Accounts (Zippy)

		For people running test shards, deathmatches or just open,
		public shards, this allows users to add a "GUEST 20" line in
		the accounts.adm file, which acts like entries for guest1
		through guest20, with the same password.

	House Placement (Zippy)

		Placing a house now checks for a valid position, taking away
		the ability to have pine trees sticking through the floor.
		Also, signs and doors and chests and things are now added
		automatically to your house, much better than before.

	Keyless door entry (Zippy)

		As long as the key exists in the user's backpack,
		double-clicking on a door will unlock, open, and relock the
		door.

	Explosion potions (Zippy)

		Double-click this, throw it somewhere, and boom!  There's no
		timer on it yet, so it explodes immediately;  strength and
		range-of-damage is determined by the skill of the alchemist
		that created it.

	Area spawners (Zippy)

		Type 69 allows NPCs to be spawned within a range of the
		spawner, and not just on it.  The range is settable with the
		more3 and more4 values:  more3=3, more4=5 means that the NPCs
		will spawn in a range of (-3,-5) to (3,5) around the spawner
		(where the spawner is (0,0) ).  It checks to make sure that it
		doesn't spawn them onto a tree or anything, too.

	Snooping/Stealing (Zippy)

		Snooping and stealing are back!  These should be working as
		you'd expect.  I don't know how guards would react, though...

	Trigger fixes and additions (Tauriel)

		Added tokens: RANDOM_ITEM, RANDOM_NPC, CMSG, END_TRIGGER  (see
		triggers.html for more info on them) Fixed HEA not checking
		invulnerable flag, Modified IDADD to be able to add a range of
		amounts. See gravedigging trigger for example of the new tokens,
		and wood chopping for new IDADD.

Script Stuff: v. 26a
   Adds a lot of fixes and changes. see the UOXScript readme
   
=============================================================================================================================================
Fixes, additions and changes to UOX3 v69.01 - Tauriel and the UOX Dev Team

   This release is mostly bug fixes, and speed improvements. There were numerous memory corruption errors
   and other crash type bugs that were fixed.
   
New Files added:
   none
   
New Commands:
/tile

	/tile xx yy	   , and clicking two points on a map, fills the box
			formed by the coordinates with the item specified by
			"xx yy".  The height of all the items will be the
			height of the *second* point clicked.  Note that this
			is *not* the item number that appears in the items.scp
			file, but rather the ID number (as seen in InsideUO).

/wipe

	The /wipe command has been altered from versions previous to 69.01.

	/wipe		   , and clicking two points on a map, allows the
			removal of all items within the box formed by the two
			coordinates.  This does not count items on characters
			inside the box.

	/wipe ALL	   clears ALL items from the game.  This is equivalent
			to the original /wipe command.  Note that 'ALL' must be
			in uppercase.  This does not count items on characters.

	/wipe x1 y1 x2 y2  wipes out all the items within the specified corners
			of (x1,y1) and (x2,y2).  Again, this does not count
			items on characters.

/iwipe

	/iwipe		   , and clicking two points on a map, allows the
			removal of all items **NOT** within the box formed by
			the two coordinates (this is an INVERTED wipe).  This
			does not count items on characters outside the box.

	/iwipe x1 y1 x2 y2  wipes out all the items **NOT** within the
			corners of (x1,y1) and (x2,y2) does not count items on characters.
			   
New features:
   
Fixed:
   /guardsoff  - now means exactly that, guards won't come no matter what, evil creatures, PvP, PvNPC, etc.
   Reveal was modified to use your magery skill when determining how far to reveal,
   and also takes into account z position (thanks Pellinore Dragon)
   Background sound crashing has been fixed.
   A lot of warnings were cleaned up (about 600 so far) about 400 to go...
   Vendors not responding to players sometimes.
   Vendor inventories getting messed up. (I hope this is fixed, it worked on test system).
   Another speed boost.
   Too much more other stuff to mention...
   

Broken:
	Monster gates are broken... not sure why yet, just found out about it. They should be fixed in 69.02.
	Some third party software (we won't name which one) wreaks havok on the shards. We are working on a
	fix for this.

Script Stuff: v. 24
   Check the uoxscriptupdate.txt file.  There were some fixes that Ripper made to items, npc, and speech.
   
This again should be the fastest that UOX has ever ran (except walking that still is slow), I hope you all 
enjoy it.  And walking lag is being worked on as well as Line of Sight and other things...
=============================================================================================================================================
Fixes, additions and changes to UOX3 v69.00

   The entire way that items are looked up has been re-written. There are now several pointer arrays to items
   based on serial #, owner, container, spawner, etc...  Programmers should familarize themselves with the 
   pointer.cpp file.
   
New Files added:
   pointer.cpp, WorldMain.cpp, WorldMain.h
   
New Commands:
   /announceon  -turns on broadcast of world save messages
   /announceoff -turns off broadcast of world save messages
   
New features:
   Color coded messages (thanks Ripper)
   World saves seperated getting ready for binary saves (Thanks EviLDeD)
   Cutting bolts of cloth now leave cut cloth (Thanks EviLDeD)
   
Fixed:
   /guardson & /guardsoff  - now work properly
   To much more to list... after 2 weeks of coding and debugging, it should work whatever it was.

Broken:
   Background sounds for some critters (like sewer rats) would crash the server if you were
   not the first character on the first account.  Maybe one of the other programmers could
   figure this out.  I commented out the xsend(s, sfx, 12, 0);  for now... and it stopped the
   random crashes.

Script Stuff:
   Check the uoxscriptupdate.txt file.  There were some fixes that Ripper made to items, npc, and speech.
   
This should be the fastest that UOX has ever ran (except walking that still is slow), I hope you all 
enjoy it.  And walking lag will be fixed sometime in the near future...
=============================================================================================================================================
Fixes, additions and changes to UOX3 v26.07
-------------------------------------------
*FIXED* RANGE token not working (Zadius)
*FIXED* Trigger vals not getting loaded when adding a item or NPC from the script file (Zadius)
*FIXED* Fix the SETOWNER token for NPCs and items. (Zadius)
*FIXED* NADD on NPC trigger is crashing (Zadius)
*FIXED* Fix IDFX token (Zadius)
*FIXED* RAND token crashing server (Zadius)
*FIXED* Fix mounting more than one creature. (Zadius)
*FIXED* Fix ACT and NPCACT passing wrong values grrr (Zadius)
*FIXED* DISABLE token not working (Zadius)

*ADDED* Add token for checking if skill is above certain amount "IFSKL" (Zadius)
*ADDED* Set the triggerx to the character number in addrespawnnpc() (Zadius)
*ADDED* Add a token for a targeter to fire a trigger. "TARG" (Zadius)
*ADDED* Add ability to specify new guard types for different regions (Zippy/Drax)
*ADDED* Added display of users IP address when they log on. (Zippy)
*ADDED* Add token for seting owner on new item or NPC. "NEWOWNER" (Zadius)
*ADDED* Add token for setting the name of new item/NPC "NEWNAME" (Zadius)
*ADDED* Command for making item WorldForge compatible "/WF" (Tauriel)
*ADDED* Command for making items non decayable "/NODECAY" (Tauriel)
*ADDED* Make a token for giving a trigger assignment to new item and NPC "NEWTRIG" (Zadius)
*ADDED* Make a token for setting a new trigger word on NPC "NEWWORD" (Zadius)
*ADDED* Add a token for doing misc functions like 'bank' "MISC BANK" (Zadius)
*ADDED* Add new console command to reload accounts.adm file 'A' (Zadius)
*ADDED* Rays Triggers.  Some pretty cool triggers here. :)  (Ray)
*ADDED* 15 new spells. (Moongraven)
		-mana drain
		-mana vampire
		-meteor swarm
		-chain lightning
		-arch protection
		-arch cure
		-mass curse
		-mass dispel
		-magic lock
		-magic trap
		-magic trap
		-magic untrap
		-summon monster
		-reactive armor
		-box spell

*CHANGED* ITEMTYPE token is now SETTYPE and NEWTYPE (Zadius)

Updated Documentation
-------------------------------------------
trigger.html - Trigger Documentation
readme.txt - Server main help file
commands.html - Command listing

Scripts Updated
-------------------------------------------
triggers.scp - Dynamic Triggers
wtrigrs.scp - Static Triggers
ntrigrs.scp - NPC Triggers
items.scp - Item scripts
create.scp - Item creation menus


=============================================================================================================================================
UOX3 v0.68.026.06c released by Tauriel <karl@mwcyber.com> - 11/30/98

Fixes: 
- Sorry for yet another LETTER release, but it now works with the .36 client
  Thanks to Beosil for cracking it and Ignatius for send it to me.
  Only files changed were uox3.h and uox3.cpp (Tauriel)
=============================================================================================================================================
UOX3 v0.68.026.06b released by Tauriel <karl@mwcyber.com> - 11/30/98

Fixes: 
- Fixed a Major crash bug, thanks to Homey for helping track it down. (Tauriel)
=============================================================================================================================================
UOX3 v0.68.026.06a released by Tauriel <karl@mwcyber.com> - 11/30/98

NOTE: Use the envoke.scp and wtrigrs.scp provided with this or blacksmithing and lumberjacking will NOT work.

Fixes: 
- Fixed NPC.SCP  NPC 5 (wandering healer female) so they don't attack each other (Tauriel)
- Fix for lumberjacking without triggers crashing (Tauriel)
- Fix for IADD to use 3rd number for random amount instead of 2nd which was ID (Tauriel)
- Added some trees to the wtrigrs.scp file (Tauriel)
- ReArranged the envoke.scp and commented out the dagger for now so you could get kindling (Tauriel)
- Fixed Blacksmithing trigger per Zadius.
- Fixed item's triggers not being reset when item was deleted. Same with characters/npcs

I personally apologize that these weren't caught earlier...but they are fixed now.
=============================================================================================================================================
UOX3 v0.68.026.06 released by Tauriel <karl@mwcyber.com> - 11/30/98

Known Bugs:
- Wandering healers will attack each other if close enough.

Fixes: (By the entire Dev Team - does it matter who fixed it?)
- Fixed a crash occasionally happening when using doors (Myth)
- Fixed wrong skill values being used (Myth)
- Items disappearing in Backpacks/Bank Boxes (Moongraven)
- Character delete message was only reading 38 out of 39 characters (Tauriel)
- Character deletion problem with characters switching places (Thunderstorm)
- Archery butte code not initializing some variables  (Anthracks)
- Some minor speed enhancements and code cleanup (Zadius)

modified:
- Added linux signal handling. (Thunderstorm)
- Blacksmithing now uses triggers... there could be some problems here, but seems to work ok.
- Script Teams 21a was updated to 22 by Genesis and Ripper. (Beware the slimes!)
- Almost all Item creation and deletion functions are now in items.cpp.
- Allow you to put privilidge settings in your npc.scp file by using PRIV1 X and PRIV2 X.
   (usefull for frozen corpsers , or magic reflecting Ancient Dragons. Make those guards invunrable) (Algaran)
- Shields have a chance to block 0 damage, thus no more insured zero-damage from small (Algaran)
   creatures while wearing shield.
- Armour no longer deducts a set number of points from damage done, it now reduces the total damage
   done by a percentage instead of by a set number 30AC recievs about 1/3 damage. This actually makes
   lower damage weapons/wretling usefull again (they did no damage before), and low level creatures
   will cause damage against armoured opponents (no more "invunrability)  (Algaran)
- A character with 0 dexterity will not become unfrozen when attacked. (usefull for corpsers, so they
   dont start moving in the middle of combat)  (Algaran)
- Gravedigging/mining Gem fixes, must use the new necro.scp  (Genesis)
- Made characters chars[].packitem = their packitem and int packitem(int p) now returns that. Should speed things up a bit.

New Features:
- Support for unicode speech!  Thanks Anthracks!
- Trigger system.  Makes almost anything possible now without adding code. See the trigger.html file.
    Thanks to SpaceDog and Zadius for working on this. :)
- Monsters can now be set to split when hit in combat (like slimes) see the splitreadme.txt for more info.

Documentation:
- Added the UOX Construction Yards command pages and updated them to be current. (Tauriel)
- An updated readme file. Thanks Ripper!
- Trigger.html Instructions for using the new triggers (by Zadius)
- Splitreadme.txt  for makeing monsters split. (by McCleod)

Pre-Testing:
- A special thanks goes to Ripper who found many major bugs and allowed us to fix them before
  26.06 went into "final" testing.  

=============================================================================================================================================
UOX3 v0.68.026.05 released by Genesis <genesispro@uswest.net> - 11/17/98

Fixes:
- Walking into caves. (SpaceDog)
- ridable t2a creatures (SpaceDog)
- You can carve all t2a monsters (SpaceDog)
- Shield Message Fix (Thunderstorm)

modified:
- Mining and Smeltore have been updated and redundant code cleaned up. (Genesis/Myth)

New Features:
- You can now use mortar & pestle to grind bone into powder.
- You can now use a empty vial on a corpse,NPC, or PC.

Documentation:
- Updated Readme.txt  (Ripper)
- Trigger.html (Zadius)
- Splitreadme.txt (McCleod)

Pre-Testing:
- Ripper did a tremendous job of pre-testing and finding MAJOR bugs. Thanks to him the
  Pre-Release Testers had much less of a headache.  Thanks Ripper for all your time!
  
=============================================================================================================================================
UOX3 v0.68.026.03e released by Nattsorgh <nattsorgh@usa.net> - 11/16/98

Fixes:
 - Changed NECRO.SCP to necro.scp at all places in skills.cpp so that it works
   correctly on a Linux compile.
 - Gravedigging now recognises all character ID's. (Genesis)
 - Townstones now displays correct message when voting for mayor. (Thunderstorm)
 - Fixed problems with "xxx has left the realm." messages. (Thunderstorm)
 - Fixed some problems with character memory that should fix some weird behavior
   and some crashes. (Thunderstorm)
=============================================================================================================================================
UOX3 v0.68.026.03d released by Genesis <genesispro@uswest.net> - 11/14/98

Fixes:
- Karma now checks if killed player karma was less than 0
- reversed changes to SpawnRandomMonster and Item they didn't work as what i expected

=============================================================================================================================================
UOX3 v0.68.026.03c released by Genesis <genesispro@uswest.net> - 11/13/98

Fixes:
- corrected some code in switch(nRandnum)in gravedig().
- in smelting corrected it so it won't destroy the whole stack if fail.
- newbie items not useable before move.(Thunderstorm)
- Fame() will not display loss of fame if the victim has less fame.
- SpawnItemBacpack dupe bug found by (Myth)
- Fixes Karma and Fame messageing should get to the right sockets.
	Can now tell if the char that fame and karma is calced for is a npc.


modified
- Removed some unecesary code from addrandom(item,loot, and npc) 1 line.
- made SpawnRandom(Monster & Item) more flexible to handle different scripts.
- Set Karma() function to check for 10000 or -10000 limits.
- Deathstuff moved stuff with deathcount to fame function.
  Moved Karma calc to karma function.
  Moved killcount to a line just in front of deathstuff() in combat.cpp.

=============================================================================================================================================
UOX3 v0.68.026.03b released by redbaron <vader101@ica.net> - 11/13/98

Fixes:
-Minning on a horse now displays right animation
-Fix for server status to display correct animation(Bud)
-Fix for player deleted character to display correctly(Bud)

New:
-You will now loose ore when you fail to smelt it
=============================================================================================================================================
UOX3 v0.68.026.03a released by Nattsorgh <nattsorgh@usa.net> - 11/13/98

Fixes:
- Fix for Player death problems (Bud)

New Features:
- /xtele for objects (Okaria Dragon)

This release also includes the fixed newbie.scp as it wasn't included in the original
0.68.026.03 version Genesis released. (Fix by McCleod)

=============================================================================================================================================
UOX3 v0.68.026.03 released by Genesis<genesispro@uswest.net> - 11/13/98

Fixes:
- Random NPC error fix (Bud)

Modified:
- Karma was revamped to work with less code.
- Grave digging was made scriptable for monsters, weapons, and armor.
	Along with this is a new necro.scp file and a new necro.cpp file.
New Feature:
- When Fighting monsters fame and karma can go up or down.

=============================================================================================================================================
UOX3 v0.68.026.02 released by Bud <jeff001@megsinet.net> - 11/10/98

Fixes:
- pc creation optimization fix (McCleod)
- newbie.scp parrying problem fixed (McCleod)
- npc corruption and server stability fixs (Tauriel&Bud)
- fix to reset decay timer when stuff is put in backpack (Spacedog)

Modified stuff: 
-gcollect rewritten by Tauriel
-ftarg1-4 now moved to an ftarg pointer(Bud)

New Features:

=============================================================================================================================================
UOX3 v0.68.026.01 released by Cironian <cironian@stratics.com> - 11/10/98

Fixes:
- Implemented Bud's buffer fix (Should fix crashes when saving)

New Features:
- Tents and large brick houses work now (More types coming soon)
- Accounts are now stored outside UOX3.INI in ACCOUNTS.ADM

=============================================================================================================================================
UOX3 v0.68.026.00 released by Cironian <cironian@stratics.com> - 11/09/98

Fixes:
- /NEXT command now sets the call you arrive to as handled
- Range checking for archery buttes is now more generous
- Stopped UOX from halting if no UOX3.WSC was found, blank world used instead
- Another walking fix; non-GMs wont be able to run through everything anymore
- Small fix to house deed targetting, someone must have broken it recently
- Fix to default UOX3.INI (Read the note below)
- Fix for backpacks still displaying deleted items (From the new delete code)

Changes:
- MoreX/Y/Z now added to /istats output
- Made /POINT a public command as it is often used to fix small problems
- Same for /WHERE; cant do any harm having it available to players
- items.txt removed from distribution as it made the archives too big

New features:
- Nothing really new, unless you count the finally working houses as such :)

Other:
- Sensible Scripts 1.08 included

NOTES:
The old default copy of UOX3.INI had the entries for MULTI.MUL and MULTI.IDX
in the wrong order, which might have accounted for a great amount of stability
issues when dealing with houses. The right order is to have MULTI.MUL as the
first of the two, followed then by MULTI.IDX (I spent 2 hours searching for
a bug in the code until I found that *grr*)

For the new house code, only small houses are working for now. Well, the
other deeds "work" but they dont automatically add doors and the sign yet.
I will add more tomorrow and just release new house.cpp files as that will
make the changes easy to implement for everyone else. (I just hope no one
else decides to suddenly start on house.cpp too after all this time)

=============================================================================================================================================
UOX3 v.68.025.028c released by Tauriel <karl@mwcyber.com> - 11/08/98

Bugs:
- Fixed gravedigging code to compile under Mingw32. C'mon guys, make your stuff standard! 

modified:
- Commented out some calcweight() stuff (it was taking 10 minutes just to sign on a character)
  I know this probably causes some weight problems, but the looping within looping within looping
  checking for weight for all items was making it impossible to do anything.
- Anthracks added a lot of stuff to this release, his changes are in the \docs directory
  in the file Anthracks28c.txt

Note:
   This will be my last update for UOX3 for awhile.  It has become extremly obvious that without
the re-write of the way items arrays are handled, that uox3 will never become anything more than a toy.
That is why I will be starting with this version and trying to isolate all the item stuff and put it into
a single place.  This will allow easy creation and maintenance of pointer arrays for items.  I will be 
merging in features from other releases as I work on this. And I will release it when I get done. :)

=============================================================================================================================================
UOX3 v.68.025.028b released by Genesis <genesispro@uswest.net> - 11/08/98

Bugs:
- In beggingtarget() the line for(i=0;i<charcount-1;i++) would not select npc with id 3.
	changed for(i=0;i<charcount;i++) 

modified:
- merged the code of .27b with .28a.

new feature:
- void Karma(int s, int nPierLimit, int nEffect)
	this function will modify the karma value of any character
	(int s) - current character.
	(int nPierLimit) - The karma pier a value between -10000 and 10000.
	(int nEffect) - 	value of 0 is used for a negative action.
				value of 1 is used for a positive action.
=============================================================================================================================================
UOX3 v0.68.025.028 released by Gerry <gerry@nycap.rr.com> - 11/7/98

This release would not be possible without of course CIRONIAN and everyone else that has helped with uox3 in any way :)

Fixes, Modifications and New Features in this release were done by:
Gerry, Tauriel, SpaceDog, Myca, Bud, Armageddon, Cironian, Dupois

Bug Fixes : 
-Fix from SpaceDog, rem'd out, it caused problems with Tweak(and possible other code as well, if compiled under mingw32),
  rem'd lines are all of type bpitem[20]=items[i].decaytime=0;  (Bud)
-Fix for endmessage() showing wrong amount of time til shutdown
-Fix for no bottle being left when drinking a potion (thanks to Armageddon for the code)
-Fix for meat not getting destroyed when failing cooking, It will now remove a random amount up to the full stack.
-Fix for Decaying not getting reset when items are moved to the backpack
-Fix for newbie items getting deleted when trying to pile them(they will now stack)
-Fix for walking through stuff (by Cironian)
-Fix for the time returned when minutes are between 45-60 that was incorrect
-Fix to delete death robes that were generated for npc's in deathstuff(Bud)
-Fix for HP Regeneration Bug. (Mana Regeneration is based on armour mage is wearing, more armour slower regen)
-Fix for TACTICS not increasing when using training dummys (increases now, but only by a fraction of the normal rate - due to the fact 
 that 4 skills can raise TACTICS fencing,wrestling,swordsmanship,mace fighting).
-Fix for teleporting guards.  Wouldn't be summoned on spawned npc's that never moved after being placed such as SSCP's vendors or a newly
 placed NPC (reason being that chars[x].region was never updated until after the NPC moved - modified addrespawnnpc()).  
 NOTE - If you've used SSCP, all existing vendors will have to be removed and respawned in order to work 
 (or set their NPCWANDER = 4 to make them move).

Modified Stuff:
-Added timed checking for gatedestruct and respawn in main loop to help with performance.
-Fix checkweight() in walking code to not check if an NPC, GM or counselor makes it run a LOT faster.
-Training dummies now use tempeffect2 (removed from main loop to only check if their hit)
-Mining, lumberjacking, and fishing now possible on GM created tiles
-Moved newbie code from uox3.cpp to newbie.cpp
-All item and char structs in memory are now static..no more memcpy's on items or npc's..instead there is a new free tag, 
 did this so pointers can easily be used..also char serial numbers of deleted chars are now recycled when new ones are 
 created.(Bud, thanks to Armageddon and Tauriel for ideas we discussed)

New Features:
-Added Cironians monster gates(type 82, set morex to npc number)(Bud)
-Added flag for not showing death animations (server.scp SHOWDEATHANIM 1 or 0)
-Buffer system for creating new items and chars, in deleted memory spots is inplace.(Bud)
-Message saying when people enter and leave a server.
-Ability to set an archive directory for the uox3.wsc file.  Just before the world is saved, the old UOX3.WSC files is renamed and placed 
 into the directory specified by a parameter in the SERVER.SCP file.  To create the entry in the SERVER.SCP file, start UOX3 and then shut
 down UOX3 and look at SERVER.SCP.  There should be an entry called ARCHIVEPATH.  If ARCHIVEPATH is blank then no archiving will take place.
 To specify a location to archive the wsc file, enter a path such as ARCHIVEPATH C:\ARCHIVE\ (notice the ending backslash, it is required). 
 The file name will be in the form: uox3-yyyydddhhmmss.wsc  yyyy=4 digit year, ddd=3 digit day of year, etc...  Default is NO archiving.
-Added ANIMALS_GUARDED to SERVER.SCP.  If set to 1, and animals are attacked in a guarded region, well... then guards will be summoned.  
 If set to 0, then guards will not be summoned (like OSI-UO).  Default is NOT guarded. 


=============================================================================================================================================
UOX3 v0.68.025.027b released by Genesis <kccarter@uswest.net> - 11/06/98

Fixes:

- finally made the other spawnitembackpack() function work.

new Features:

- when items are dug up like a viking sword it's HP value is randomly selected from the script
 	as well as the value.
	
=============================================================================================================================================
UOX3 v0.68.025.027a released by Genesis <kccarter@uswest.net> - 11/05/98

Fixes, Modifications and New Features in this release were done by:
	Genesis

Fixes:

- Addmenutarget prototype in uox3.h had only two variables added the third variale int Addmitem.

modified:

- cleaned up some dirty code to prevent some compile warnings.
- changed mining(int s) to check for grave sights.
- changed mining(int s) to use a new spawnitembackpack() function.
- adjusted the messageing for mining to ask "Where do you want to dig?".

new features:

- Grave digging is in, My first part in implementing my ideas for Necromancy.
	Use a shovel or pickaxe on a grave sight. It's not fully complete but it will spawn undead.
- new functions:
	SpawnItemBackpack(int s, int nAmount, char* cName, int nStackable, char cItemId1, char cItemId2, char cColorId1, char cColorId2)
	SpawnItemBackpack(int s, int nItem) -> Needs a lot of work it creates a world item but, doesn't draw it put it where i want it yet.

**also packaged this release with sensible scripts 1.07, due to tons of requests**
=============================================================================================================================================
UOX3 v0.68.025.027 released by Gerry <gerry@nycap.rr.com> - 10/26/98

This release would not be possible without of course CIRONIAN and everyone else that has helped with uox3 in any way :)

Fixes, Modifications and New Features in this release were done by:
Gerry, Sir Joseph, Friend, SpaceDog, Bud, Vagrant, Moongraven, Max Wulf, Dupois, Lord Slayer, Tauriel, Anthracks and Zadius.


Bug Fixes : 

-Fix for NPCs walking through some stuff.	
-Fix to get item sounds when combining in pack.	
-Annoying and incorrect message fix for fletching.	
-Fix for /add breaking for your character if you failed a skill that uses makemenutarget 	
-Fix for Armor display update.	
-Fix for auto closing doors.	
-Fix for money SFX.	
-Fix for Poision Field not doing anything. Poision Field now works!	
-Fix for Energy Vortex and Spirit Blades they both attack nearest target now	
-Fix for Monster Sounds	
-Fix for Mining ( now you cant mine trees )	
-Great deal of item optimization 	
-Fixed the message getting broadcast to eveyone when you drank poison :)	
-Fix for AR update in Status Window.	
-Great deal of NPC optimization	
-Fixed spell's not wearing off
-Fixed Counselor commands (wasnt working)
-Fixed GM commands	

Modified Stuff : 

-All memory functions that slide, now copy last item in memory to empty spot.(Bud)
-Characters created by pc's are moved to top of memory and save file(needed function so pc's dont get memcpy'd).(Bud)
-Character struct targ and attacker are now pointers to dynamic npc structs in memory.(Bud)
-Cleaned up some non terminating loops in void doubleclick(Bud&Tauriel)
-In void checkauto, getclock() all set to currenttime variable(Bud&Zadius)
-More Trees added to lumberjack.	
-More Tinkering added
-More Armslore message	
-Added new variable in addmenutarget() now spell name and offensive spell work when you /add
-Rewrite all engraveaction() now it work with spell.scp
-Rewrite of void restock to reduce a great deal of lag
-Added code to make older .wsc files (.26 and below compatible with .27)

New Features : 

-Archery Butte's (max 35 skill).	
-Hitpoints regenerate depending on the healing skill of a monster or character. set the regen rate of HP and MANA in the server.scp	
-Autostacking of items made with void makemenutarget.	
-Can now tame all animals also based on skill	
-Cure spell works	
-Poision spell works	
-New spell added "summon hero"	
-Npc Background SFX is now configurable in the server.scp file from 0-10 (0 being off, 1 being frequent, 10 being almost never)
-Rate of mana, health regeneration is now configurable in the server.scp file.
-Weight system implemented 
-new army's enlist item

****There is a updated inscribe.txt file in the docs folder****

**also packaged this release with sensible scripts 1.05, due to tons of requests**
=============================================================================================================================================
UOX3 v0.68.025.026 released by Gerry & Sir Joseph <gerry@nycap.rr.com/sirjoseph@dzonline.como> - 10/11/98
Fixes, Modifications and New Features in this release were done by:
Gerry, SpaceDog, Anthracks, Bud, Ash, Dupois, Sir Joseph and Lord Slayer.

Fixes:
  - Fixed Alchemy again (it should work now..)
  - Fixed the sound for gold when purchasing and buying items from vendors/moving item
  - Added in a few different type codes for Anthracks
  - Fixed the speech bug where no one could hear you (by Anthracks)
  - Fixed the GM paging bug where it misdisplayed pages in que (by Anthracks)
  - Fixed getting SPD settings on weapons (by Bud)

Modified Stuff
  - Dropping items should now haves the correct sound

New Features:
  - Added Spellsounds to potions ie: heal, cure etc (by Spacedog)
  - Added Message You have poisoned yourself, when you drink a poison potion (by Spacedog)
  - Added Training Dummies (cap per skill 30)(by Ash)
  - You now lose logs if you fail in Carpentry (by Spacedog)
  - Added Basic Tinkering (by SpaceDog)
  - Random NPC background sounds (by Lord Slayer)

Notes:
  - A partial section of Ash's stat modifiers code was left in, you should *NOT*
  - use the script commands for this as it's not finished, it was left in so
  - developers can continue the work on it. To Devs: Add stat modifier removal
  - in get_item and combat item destroy. Thanks, Sir Joseph.
=============================================================================================================================================
UOX3 v0.68.025.025 released by Cironian <cironian@stratics.com> - ?????

New Features:
  - /INVUL and /NOINVUL commands (Simplify flag setting, as its often used)
  - People with GM or Counselor flag NEVER have to shove things
  - Trash container at type 87 (Removes all items put into it)
  - /GUARDSON and /GUARDSOFF to globally disable guards (For combat events)

Fixes:
  - Doors *really* only autoclose now if they were not yet closed by a player
  - Small '==' to '=' fix in void itemspell

=============================================================================================================================================
UOX3 v0.68.025.024 released by Sir Joseph <sirjoseph@dzonline.com> - 10/11/98
Fixes/New Features/Modifications done by Sir Joseph, Gerry, Dupois, Vagrant, Anthracks and Jim Wright.

Fixes:
  - "SKILLx 1" lines are no longer saved(WSC). This should save up some space :)
  - Summoned pets should no longer "live forever" if the server goes down and back up
  - Fix for Res Robes not decaying
  - Some fix for Guards :)
  - Correct light type for Gates
  - Fix for incorrect characters getting food messages
  - Fixed one level of hunger not giving out correct message
  - You will now un-freeze if you get injured with either magic or direct attack
  - Death "backpack/robe" fix (by Dupois)
  - Alchemy fix (by SpaceDog/Gerry)
  - Fix for Fish decay (by Bud)
  - Fix for Combat Message (by Bud)
  - Fixed problem with cloth not being used when making bandages (by Vagrant)
  - Fixed tailoring finally. It now uses the correct amount of cloth or hides (by Vagrant)

Modified Stuff:
  - Re-activated house deeds. They are *STILL* Buggy. If you don't like em, just don't use em :)
  - "combat target clean" is now done at deathstuff()
  - Better "combat attack" AI, fixes, etc (modified various combat internal stuff, like attacker not following target, etc :)
    (new function used, npcsimpleattacktarget)
  - Commented out the "Bad Char Number" debug message :)
  - Physical fireball now makes less damage, instead of %20-%40-%60 source health it makes %10-%20-%40
  - Rewrote Fletching (by Vagrant):
    You can now use feather on shafts, or shafts on feathers. It now deletes the correct amount of feathers and shafts.
  - Merged walking() and npcwalking(): Just added a check to see whether it was an npc or not, got rid of 531 lines of unnecissary code (By Vagrant)

New Features:
  - You can no longer cast spells while frozen
  - NPCs will now flee if they are about to die, and reload old wander mode if they regenerate some health
    This uses 2 new script commands for npc.scp: FLEEAT and REATTACKAT, for example, you can set FLEEAT at 30 and that NPC would flee from target 
    when it reaches %30 health, and REATTACKAT 60 to make it re-attack("reload" old wander mode) when it reaches %60 health. If you want to make a
    char never flee, set FLEEAT -1 and REATTACKAT 0. If nothing is set then default values are used (defined at server.scp), check Script file modifications.
    Thanks a lot to Moongraven and Vagrant for helping me fix a problem I had with this :)
  - New command: /SETHEXMOREXYZ
  - Sound Objects(type 86). When a player walks into one of this, there is a chance of [item morez]% that the sound
    [item morex] [item morey] will be played. Example: Item type 86, MoreXYZ: 01 9c 80, there is a chance of %80 that the sound
    of a lich laughing will be played when the player walks over this item. (Use /SETHEXMOREXYZ to set the sound ID and then
    use /SETMOREZ for the chance)
  - New item limit of 32768
  - Karma/Fame gain is now capped at 1000 per kill
  - New door sounds (by Dupois)
  - Sound for createpotion() (by Dupois)
  - New item SFXs, for example, gold dropping, moving objects, etc (by Dupois)
  - NPC Animals should no longer open doors :) (by Dupois)
  - Global teleporters (such as dungeon entrances) are no longer hard-coded, but located at teleport.scp (by Jim Wright, wrightja@gte.net)
  - Implemented shaft carving and bowcraft (by Vagrant)
  - New Advancement Object script features(lines): DYEHAIR, DYEBEARD, KILLHAIR, KILLBEARD, KILLPACK, ITEM, SKIN, POLY, ADVOBJ (by Anthracks)

Script Files:
  - New teleport.scp file
  - Lots of work done on npc.scp, "rich, almost-invulnerable" wisps, drakes/dragons firing every 50 seconds, reapers using magery every 100..
    eles casting 3 magic arrows and running out of mana, almost all magery-using monsters casting every 10 seconds,
    hyper-weak monsters like bone knights..etc etc, all fixed/changed :)
  - Added fletching/bowcraft stuff to create.scp and items.scp, it's all outlined in DOCS\scp_changes_UOX3_068_025_024.txt (by Vagrant)
  - Added SpellBook and All-Spells scroll to Master Mage section in advance.scp (just an example of ITEM)
  - Added NPC_BASE_FLEEAT and NPC_BASE_REATTACKAT to server.scp

=============================================================================================================================================
UOX3 v0.68.025.023 by Moongraven <moongraven@hotmail.com>

Engraving Changes:
-on single click it displays item name, spell name, and charge
-now engrave use reagents and mana
-you can engrave offensive spells like fireball and in combat if you hit an opponent it will discharge the spell on the enemy 
-max charges you can put on an item:
 circle 1, 16 charges
 circle 2, 14 charges
 .......(etc).......
 circle 8, 2 charges

=============================================================================================================================================

UOX3 v0.68.025.022 by TANiS (tanis@mediacom.it)

Files modified:
 - list.h is NO LONGER NEEDED! It's been so for months but it's still getting around. Please
   don't add it back.

Fixed:
 - Backpack bug. When dropping items with a serial number >=0x41000000 the server would crash.
   I modified the check on the item serial number and now it works ok.
 - dump_item() function now handles wrong serial numbers the right way and doesn't corrupt the
   items database.
 - Doors are now auto-closing again.
 - setspeechtarget() function now works correctly and allows you to set a speech to basic npcs
   in orded to let them work as vendors (vendors aren't working if you don't set a speech for
   them)
 - "stamina" is misspelled into "stanima" in some server functions. Corrected.
 - I had to comment out a section in npcMovement() because it was forcing NPCs to have
   NPCWANDER set to 2.

Added:
 - You can now define in SERVER.SCP if monsters should attack animals. To let them attack
   animals define MONSTERS_VS_ANIMALS to 1
   This way there's a chance that monsters will attack animals. This chance can be defined
   in SERVER.SCP as ANIMALS_ATTACK_CHANCE. By default it's set to 15% chance to attack an
   animal.
   By default MONSTERS_VS_ANIMALS is set to 0 and this means monsters won't attack animals
   at all.
   Actually monsters won't attack vendors and the like because the check is made on the npcai
   and since npcai is set to 0x00 for both animals and vendors/npcs monsters won't attack them.
   I'm still trying to find a way to identify animals from other npcs. If anybody has got an
   idea please let me know.
   Thanks to Kolours and Spacedog for hints.

To do by Script Writers:
 - Add all the missing menus in CREATE.SCP

=============================================================================================================================================

UOX3 v0.68.025.021 by Cironian
Routines affected:
 - uox3.cpp
 - uox3.h

Done:
 - Fixed updatechar not to break the walk counter anymore
 - Changed wear_item to fix paperdoll items vanishing on equip
 - Small changes to teleport for a similiar reason (New client "feature")
 - Same for startchar...
 - Added another advancement object type (81) which ALWAYS allows usage
   (Dont place this one in public areas, its for shard personel only! :)

=============================================================================================================================================

UOX3 v0.68.025.020a by Tauriel (karl@mwcyber.com) - 10/4/98
Routines effected:
 - combat.ccp
 - uox3.cpp
 - magic.cpp
 - skills.cpp

Fixed:
 - reagent use and mana use problem with castspell re-write
 - Piles of scrolls no longer disappear when you double click to use one
 - Same with all food items
 - mana gets used in one spot instead of 65 (deleted 320 lines of code!)
 - Fixed teleporting guard code. Thanks Dupois!
 - Added a fix for teleporting guards AI (TANiS)
 - Added a fix for checktempeffect() for trying to apply the effect to dead people and corrupting memory (TANiS)
 - Fixed 'You have cooked your meat,and it smeels' to be 'smells' (CyberCrusher)
 - Added ability to cook an lots of different things, ovens, fires, etc... (CyberCrusher)
 
 
Modified stuff:  (sorry I don't know who all the credit goes to for these)
 - Added in the console 'Q' and 'T' commands snippet
 - Added in the arrow stacking during combat snippet
 - Added in the shutdown message in minutes snippet
 
Thanks to Swords for helping test out guards...this is what we found:
*** Teleporting guards will attack the aggressor.*** Period end of story. Regardless of if you attack a monster or not,in town of course.
Also when monsters are chasing into town guards will not teleport in to save you unless the monster "re-aquires" you
Guards don't seem to teleport out of town anymore.

That about does it so far....

=============================================================================================================================================
=============================================================================================================================================

UOX3 v0.68.025.020 by Tauriel (karl@mwcyber.com) - 10/3/98
I got tired of scrolling down to see the latest fixes... 
This is based off of v0.68.025.019
Routines effected:
 - uox3.h
 - globals.cpp
 - magic.cpp
 - skills.cpp

Modified stuff:
 - rewrote the whole void castspell function... fixed all the bugs that I knew about so if anything is broken its new.
 

Script stuff:
SPELLS.SCP
 - Contains all spell information except damage.

=============================================================================================================================================

Marcus Rating - cironian@warlords.com - 0.67a Original
Morac - mkraft@writeme.com - 0.67c 
  -Object-base Teleporter system by Jerrith the Healer (ars@nwu.edu)
  -NPC titles by Anthtracks (anthracks@gormanweb.com)
  -dungeon teleporters code by TMB (????)
  -create food and teleport spell by Cray XMP1 (binggeli@ix.netcom.com)
  -MSVC++ tile problem fix by Anthracks
  -NPC movement by Jerrith the Healer

The following by Morac(mkraft@writeme.com)
  -NPCs will chase you when attacked
  -GCC tile problem fix for GCC
  -item (corpse) decay
  -Karma/Fame
  -Murder count and Death count tracking
  -Rune renaming 
  -Spell casting and opening spellbook from macros (keyboard) 
  -NPCACTION command (see readme) by Morac
  -some bug fixes and optimizations 
  -reduced bandwidth use by replacing most call to all_items_all and all_items
   with senditem, so doesn't have to send entire item database on only 1 item change.
  -Rewrite of walking2 to take a character, not a socket as a parameter.

Jerrith - ars@nwu.edu - 0.67d
  -Rewrite of walking to take a character, not a socket as a parameter.  This
   results in the deletion of npcWalking as it is no longer needed.
  -Rewrite of teleport, to take a character, not a socket as a parameter.  NPCs can be
   teleported now.
  -Addition of the following parameters to char_st: 
                npcWander: 0=no movement, 1=follow target, 2=wander freely, 3=wander in box, 
                                   4=wander in radius
                ftarg1-4 : Serial number of target being followed for mode 1
                fx1, fy1, fz1: Point #1 for wander in box, center point for wander in radius
                fx2, fy2 : Point #2 for wander in box, fx2=radius for wander in radius, fy2 is unused.
                                   fy2 is also used in follow mode, to store range to target.  Basically,
                                   if something is following you, and you walk into a teleporter, it will 
                                   take 1 more step in the direction it last went, hoping it will end up on the
                                   teleporter as well. 
  -Function tileBlock: takes a tile number as a parameter, returns non-zero if it's
   blocking tile.
  -Function staBlock(x, y, z): takes a coordinate, returns non-zero if there is an 
   impassible static in the way.
  -Function calcSocketFromChar: takes a character index( the s, from chars[s] ) and returns 
   socket( the i from chars[currchar[i]] ).  Returns -1 if there's no match. (NPC or offline)
  -Modified mount and unmount horse to preserve NPC wandering data
  -checkBoundingBox and checkBoundingCircle functions
  -ownership and visibility variables added to item_st for upcoming features.
  -Fixes for a few misc bugs.
  -Shoving take 10 stamina

Anthracks - fred1117@tiac.net - 0.67e
  -Added functions to set the variables required by Jerrith's NPC code
        npcwandertarget() - Sets the npcWander member of char_st (set with the /NPCWANDER command)
    npctarget() - Makes an npc follow a player (set with the /NPCTARGET command)
    npcrecttarget() - Sets the bounding rectangle for an NPC (set with the /NPCRECT command)
    npccircletarget() - Sets the bounding circle for an NPC (set with the /NPCCIRCLE command)
    npcshape[] array - used to store the coords of the npc's bouding shape

Jerrith - ars@nwu.edu - 0.67f
  -Improvements to stablock.  Still not perfect, cliff avoidance is MUCH better. 
  -Implemented visibility / basic ownership:
    visible: 0=visible to all.  1=visible to owner & GMs, 2=visible to GMs only
  -Added the following to the magic(movable) parameter:
    magic: 3=movable by owner (or someone with allmoveon) only.
  -Fixed bug where you had to shove to change directions when on top of another character.
  -Added Morac's two bug fixes (hey, I'm not perfect) to the published source.
  -Added /setvisible command.  Works just like /setmovable
  -Added item capability to /setowner.  Now works for both NPCs and object.
  -Circle bounded NPCs will pop back to their center locations if they would move in circle 
   wander mode, and are outside of the circle.

Jerrith - ars@nwu.edu - 0.67g
  -Improvements to checkskill.  Now takes two additional parameters, low and high, the 
   skill values at which you will fail 100% of the time, and succeed 100% of the time.
  -Fully functional spellbooks.   Spellbooks will only let spell scrolls be dropped on them.
   There's a special scroll (the one after Water elemental) which will give you book ever spell.
  -Necromantic entries in spell book.  5 spells, S, R, I P, S, E.  (Speak, Raise, Ingest Poison, 
   Summon, EVIL).   They don't do anything yet, but if you get them, you can cast them by clicking
   where their icon would be in the book.  They aren't indexed either, just go to the end of the book.
  -Removal of scroll item types.  Scrolls now cast their spell, if they have the code to do it, based
   on their ID.  
  -Addition of all scrolls to script file (uox3.scp). You'll probably want to use this. :)

Cironian - cironian@stratics.com - 0.67h
  -Fixed a paperdoll reputation display problem
  -Fixed a bug with encryption key generation (I guess it should work for any IP adress now)
  -Better invisibility (Item is now shown in grey to GMs. Other players are still blocked by the invisible item.
  -Dramatic speedup to spellbook opening. (It used to go through all items some hundred times...)
  -Change shove code to respect GM and ghost body capabilities
  -Included /point command for RELEASED version as it can be useful quite often
  -Fixed a bug with the new teleport code

Jerrith - ars@nwu.edu - 0.67i
  -Another dramatic speedup to spellbook opening.  (My first went through 140 loops, Cironian's had 70, this has 2)
  -Caching for the stablock function. (Used in NPC movement).  
  -/cachestats - Find out how many hits, misses and access to the cache there have been.
  -First pass at dungeon blackness avoidance.  They won't go in it, but they still walk on the edges.
  -Script fixes (for scrolls) and new NPCs by Gitchigoomi. (verrice2@aol.com)
  -NPC add scripts now let you set NPCWANDER, FX1, FX2, FY1, FY2, FZ1
  -NPC 1 (whoever the orc) changed to wander mode 2 by default.
  -Item spawner added at item type 61.  Item will respawn when it is taken off it's spawn location.  Set morex of
   the spawner to the # of the item from the script file that you want.
  -NPC spawner added at item type 62.  NPC will respawn when killed.  Set morex to the # of the NPC from the 
   script file you want.
  -Fixes for readscript and readwscline by Monte Cristo (no email address)
  -Script fixes (for scrolls) and new NPCs by Gitchigoomi. (verrice2@aol.com)
  -Container Gumps Code by Okaria Dragon. (okdragon@dreamwrld.com)

Cironian - cironian@stratics.com - 0.67j
  -/TWEAK command added (Please dont add stuff to this yourself, I will add more properties through the next versions)

Morac - mkraft@writeme.com - 0.67k *UNRELEASED*
  The following items in 0.67k are unimplemented in 0.67l:
  -Script error checking.  If section not found in a script, don't try to process it.
   (This prevents freezes when trying to spawn invalid NPCs and items, read invalid books, etc.)
  -Implemented the hidden skill (stay permanently hidden if priv2 0x08 bit is set)
  -Implemented Invisibility spell
  -split NPCMOVEMENT procedure into 2 smaller procedures (just saving space :) )
  -must have spell in spellbook to cast it now.
  -keeps track of who is attacking and who is defending now.
  -First circle spell still screwed up, fixed them 

Jerrith - ars@nwu.edu 0.67l
  -Many fixes to make UOX3 compile on Linux, Watcom, and MSVC++ systems without requiring changes.
  -Bug fixes in deathstuff, and backpack2, to significantly reduce the number of corpse crashes.
  -Fixes in checkmessage
  -Modified version of Zarn's House Icon code - Zarn (zarn@mailcity.com)
    -Uses /hidehs and /showhs commands and bit 0x04 on priv2.
  -/setmorex, /setmorey, /setmorez, and /setmorexyz commands.
  -GNDN fix for getmsg - Crimson Guard (smorey@igate.sprint.com)
  -Various script file fixes for NPCs.

  The following items in 0.67k are implemented in 0.67l:
  -Took history out of uox3.cpp (why have it in 2 places?)
  -/setmorex - To set the morex value of an item.
  -Add "GM" or "Counselor" to name when making someone a GM or Counselor.
  -fixed bug with checkskill (another socket/char screwup :) )

Morac - mkraft@writeme.com - 0.67m
  -Stuff from K version that I forgot to post :)
  -Fixed bug is backpack2 code from 0.67l.
  -can now set priv2 with /setpriv command (assuming this was a bug).
  -added a few sounds and fixed some older ones.  
  -fixed bug in spellbook (night sight would never be displayed).
  -minor update for checkbook (spells always seemed to be off by 1).
  -fixed bug in gatecollision cause by socket/char change a few updates ago.

Jerrith - ars@nwu.edu 0.67n
  -Corpse crashes finally totally fixed by Drylock (erwin@andreasen.com)
  -Fixes for dragging scrolls in to spellbookx sitting on the ground in pack_item.
  -Setting fx1 to -1 in NPC scripts results in the NPC using its add location as
   it's center point, for radius based wander mode only.
  -Big update to the cast spell part of getmsg, and the castspell function.
  -Bug fix to checkBook
  -inititem function to initialize items. 
  -Female character now start (randomly) a kilt or a skirt, by Ash (defiant@eisa.net.au)
  -Visible mode 2 was changed earlier by Cironian.  Only GM bodies can see it.
  -Visible mode 3 added, to behave like the old visible mode 2. (checks priv bit 1)
  -Bug fix for Morac's spellbook fix.
  -Added Okaria_Dragon's wisp npc. (okdragon@dreamwrld.com)
  -Fixed a few sound effects for spells.
  -npctalkall function.  Send text to all in range.
  -Added words of power to working spells.

Jerrith - ars@nwu.edu 0.67o
  -Removed spellcasting action from invistarget
  -Changes to summonmonster
  -Blade Spirits spell added, Energy Vortex now targeted.
  -New functions staticeffect, movingeffect, and bolteffect for visual
   special effects.
  -Explosion and Flame Strike by Ash (defiant@eisa.net.au)
  -Makefile for linux by Drylock (erwin@andreasen.com)
  -Lightning Bolt and Magic Arrow spells.
  -Fixes for clock() to get the timer working correctly in Linux again.
  -Script fixes for first circle scrolls & wisps
  -Signs added to script file by Gitchigoomi (verrice2@aol.com)
  -Musicianship skill by El_Barto (elbarto@provide.net)

Morac - mkraft@writeme.com 0.67p
  -Energy bolt and fireball by Ash (defiant@eisa.net.au).
  -Towns added to script file by Rhuarc (bataeu@yahoo.com)
  -More signs added to script file by Gitchigoomi (verrice2@aol.com)
  -Compacted scroll usage code into 1 check for all scrolls (now calls castspell).
  -deleitem function for sending removeitem to clients.
  -formatted code so that it's all formatted the same way.
  -bug that cause crash if corpse of gate was in uox3.wsc on startup was fixed.
  -bug where if you killed something you could never hide again was fixed.

RofGilead - matlarso@wsd.waupaca.k12.wi.us 0.67q
  -Night and Daylight changes added (RofGilead)
  -settime and showtime commands added (RofGilead)
  -4 hour UO daylength, with timer added (RofGilead)
  -Lumberjacking added (Ash)
  -Corpse carving for birds, animals, and monsters added (Ash)

Morac - mkraft@writeme.com 0.67r
  -More monsters in polymorph menu by Rhuarc (bataeu@yahoo.com)
  -NPC flee mode by zarn (zarn@mailcity.com)
  -Horses no longer go into backpack when you die :) 
  -Ghosts can no longer ride horses 
  -Ghosts cannot use skills
  -Reveal spell
  -Detect hidden skill
  -fixed a resource bug in smithmenutarget. Also compacted it.
  -fixed bug in get_item where bp1 through bp4 would get wrong value and open
   wrong container upon moving stackable items.
  -fixed fighting while on horses to display correct animation.
  -spellbooks now stay with ghost instead of corpse.
  -spellbooks can be opened without opening backpack.
  -fixed bug where items could not be moved on or placed on corpses.

Morac - mkraft@writeme.com 0.67r+ (bugfix)
  -fixed bugs mentioned by Jerrith (ars@nwu.edu) based on his description where the fixes
   should go. Specifically npc's walking through walls, Open spellbook causing items in 
   pack to disappear and putting scrolls in spellbook causing spellbook container to open.
  -"/SBOPEN" command added, which lets GMs open the spellbook container to access
   the scrolls inside.
  -hunger implemented based on code from El Barto (
  -initchar function  to initialize characters.
  -made it so boundingbox function will work even if fx1>fx2 and/or fy1>fy2
  -made it so when npcs are blocked, they will immediately try to go a different direction.
  -backpack will no longer open automatically when dragging item onto it. They're still
   updated if already open.

Jerrith - ars@nwu.edu 0.67s
  -The following 0.67r+ features are present, through taking code from 0.67r+ and 
   applying it to my (almost finished) 0.67s.  I think I got everything important
   except npcs trying another direction if they're blocked.
     - /SBOPEN command
	 - hunger code
	 - initchar function
	 - backpack no longer automatically opening.
	 - npcboundingbox change
  -The following were present in 0.67r+, but not listed or credited:
     - Clock code by TMB
	 - Swordtarget code by Ash 
  -Cleaned the following functions: axetarget, carvetarget, lightningtarget, 
   explosiontarget, flamestriketarget, gatedestruction, unmounthorse,
   bolttarget, ghosttarget, killtarget, removetarget, teletarget and npcMovement
  -Fixed bug in npcwalk where NPCs in wander modes 3 and 4 didn't avoid walls.
  -Fixed bug with opening spellbooks (spellbook, backpack2, send_item) 
   that would make all but your spellbook and gold disappear from your backpack.
  -Fixed bug in pack_item where dropping a spell on a spellbook would result in 
   the opening of a strange container showing you all your spell scrolls.
   (Make sure the code you rewrite works, Morac! ;-) )
  -Peacemaking skill (skilluse and peacemaking)
  -Added functions for calcCharFromSer and calcSerFromChar (both taking an int as
   a parameter.)
  -Provocation and Enticement skills (skilluse, multitarget, provocationtarget1 & 2,
   enticementtarget1 & 2).
  -Fixed bug in that attacker stored the index representing an attacker, not the
   serial number. (A couple functions.  Just search for attacker.)
  -Fixed deathstuff so that any NPCs attacking something that dies stop attacking.
  -Added /heal command to fully heal targeted character.
  -Added/Changed Heal and Greater Heal spells, to heal appropriate amounts of damage.
  -Added Harm spell.
  -spellfail function by El_BaRtO (elbarto@provide.net)
  -changes to castspell to indicate if you are casting via spellbook, scroll, or wand.
  -Added skill checks to castspell.  2 circles easier, if from scroll.  
  -Fixed bug in 0.67r+'s summonmonster code. (Didn't set npc property). 
  -Wands are available.  Set the type of the item to 15, set the morex to the circle 
   of the spell you want it to cast (1-8, 9 for necro), and set the morey to the 
   spell within the circle (1-8).  Set the morez to the number of charges on the 
   wand object.
  -Removed double action in resurrect.
  -Items of type 16 are resurrection objects.  If you are a ghost, doubleclick one to
   resurrect.  Based on code from Okaria Dragon (okdragon@dreamwrld.com)
  -MOREX, MOREY, and MOREZ cam now be set in additem scripts.  This means you can
   create wands, recall runes, spawners and other items from the /add menu now.
   I've done some wands as examples. :)

Jerrith - ars@nwu.edu 0.67t
  -Fixed bug in deathstuff regarding deleting of corpses that don't exist.
  -Fixed bug that prevented containers from being placed on corpses. (deathstuff)
  -Note, to clean up world files that are buggy because of this bug, you'll
	 need to kill each character who has ever died.  This should also hopefully 
	 fix the problem where a player had a full spellbook, but couldn't cast any 
	 spells from it.  (You can also just delete characters, and make everyone recreate.)
  -Fixed bug in doubleclick regarding sword targeting.
  -Added "Removing item" message to removetarget.
  -Added updateskill function, to send skill changes to the client. (allsettarget,
   checkskill)
  -Change to spellfail visual effect, to make it more OSI-like in speed and duration.
  -Fixed bug regarding range for walking, and addition of items at the edge of range.
  The next 3 at Morac's suggestion:
  -Change to provocation2target to stop suicidal NPCs.
  -Change to peacemaking to make it affect players as well.
  -Change to getmsg regarding spellcasting, so it finds the spellbook.
  -Changed send_item function.  Fixing bugs and adding features.
  -Added dir variable to objects, for rotation and light source selection.  Only
   works with light sources right now.
  -/setdir command works on objects and players.
  -Improvement for walking function.
  -Added support for respawn delay.  Set morey to the minimum # of minutes you want
   the respawn to wait, and set morez to the maximum # of minutes. 
  -Widened the z range of object teleporters.  Should work with more items now.

Morac - mkraft@writeme.com 0.67u
  -New sendbpitem function that will send only 1 item in a container.
   This uses a completely new server message. (Thanks to Jerrith for the
   UO packet sniffer).
  -Changed senditem to call sendbpitem if item is in container.
  -Changed backpack2 back to the way it was, since it is no longer used for this.
  -Changed pack_item, dump_item, spellbook, smithmenutarget, mine, smeltore, treetarget,
   get_item and carvetarget to use senditem (and thereby sendbpitem).
  -Because of this bp1,bp2,bp3 and bp4 are no longer needed.
  -refixed bug in deathstuff that caused fame to be affected by karma.
  -HUNGER state for chars is now saved in world file.
  -Added backpack get/drop sound (in get_item and sendbpitem).
  -changed so npcwalk timer is only reset if they successfully move (this makes them try
   a new direction faster).
  -New calcItemfromSer function.
  -Changed unmounthorse to use initchar function
  -Added debug code to display outgoing server messages.
  -fixed compile error in 0.67t when compiling with compilers who don't
   define CLOCKS_PER_SEC as an integer.
  -item direction now saved and loaded from WSC file. (saved Jerrith the trouble ;) )
  -item direction can now be scripted in SCP file.

Jerrith - ars@nwu.edu 0.67v
  -Swordtarget fix by Ash. (defiant@eisa.net.au)
  -Change to senditem to let you /setdir any object, mainly other lights.
  -Added priv to item_st.  Bit 0=object decay.  Bit 1=newbie equipment.
   Bit 2=dispellable
  -Specify DECAY or NEWBIE on an item to give it that property in the SCP file.
  -Spawned items can now have item direction set.
  -Note, old spellbooks are not marked NEWBIE by default.  You'll have to set 
   them manually, with /setpriv 2, followed by clicking on the object.
  -You can now specify the str, dex, and int of npcs by using any of the following
   keywords in the script file:  STR, DEX, INT, STRENGTH, DEXTERITY, INTELLIGENCE
  -Fixed a bug with the reactive armor spell scroll.  Now works correctly.
  -New priv2 bit used on chars (priv2&0x10), for spellcasting without using mana.
  -New priv2 bit used on chars (priv2&0x20), for dispellable.  
  -New priv2 bit used on chars (priv2&0x40), for magic reflection.  
  -impaction function for spellcasting action.
  -Removed incorrect animations from recall and mark.
  -Fixed bug in unmounthorse.
  -Added spells: Magic Reflection, dispell, fire field, wall of stone, para field,
   energy field, dispel field, paralyze, mind blast, and poison field. (some visual
   and sound effects not complete on the non-field spells).  (No damage)

Jerrith - ars@nwu.edu 0.67w
  -Change for fishing sound effect by Ash. (defiant@eisa.net.au)
  -Fixed light types for field spells
  -Added DISPELLABLE parameter for items in the script file.
  -Fix for incorrect backpack sound by Morac (mkraft@writeme.com)
  -Added temporary effects support.
  -Added temporary paralyze effect.
  -Added resendweathertime, and code to checkauto to make weather repeat, not stop.
   Changed command, scriptcommand, and weather as part of this.
  -Updated fire field sound effect.
  -Fix for blood decay by Morac (mkraft@writeme.com)
  -/darklight, /brightlight, /dungeonlight, sets the standard levels for these 
   places/times.  Can range from 0x00 to 0x1B on the first two, 0x00 to 0x1F on
   the /dungeonlight.
  -/secondsperuominute.  Set how fast time passes.  Default is 5.
  -Using /light disables day/night lighting, and sets a fixed level.  Type
   /light -1 to change back to day/night lighting.
  -The time system now also keeps track of the day, and two moons.
  -The two moons affect the lighting level (darkening it by 2, if both are empty).
  -The night & day system now smoothly transitions between the set light levels.
  -If you are hit while paralyzed, you are freed.
  -Dread Lord title fix by Morac (mkraft@writeme.com)
  -Added spells: Clumsy, Feeblemind, Weaken, Agility, Cunning, and Strength.
  -System Broadcast from console snippet by Maytrix(mshulman@ohc.com)
  -Fixed bug in fielddir function.
  -Object limit raised to 8192, by popular demand.

Morac - mkraft@writeme.com 0.67w+  (bug fixes)
  -Fix for blood decay (not actually in 0.67w).
  -Fix for smelting ore outside of backpack.
  -Fix for not seeing other people's pack's update when items move in them.
  -Fix for DISPELLABLE and NEWBIE script not working.
  -Changed rune renaming to use only 1 variable.
  -Changed unmounthorse code to call initchar.
  -Backpack no longer automatically opens on smelting or carving corpses.
  -Fix for animating wrong character hit during fighting.

Jerrith - ars@nwu.edu 0.67x
  -Included uox3d.exe, a version of the executable built in debug mode.  If you
   experience server crashes, try this version.  Let me know if it helps.
  -0.67w+ fix for not seeing other people's pack's update when items move in them
   removed due to the 100's of other bugs it caused.
  -More fixes by Morac to: wearitem, command, npctalkall, npcemoteall, talking
   mounthorse, getmsg, and provocationtarget2.  (mkraft@writeme.com)
  -statwindow function changed, to take destination socket, and player whose status
   to send as parameters
  -checktempeffects and tempeffect rewritten to take advantage of new statwindow
   function.
  -Shortened magic reflection visual effect.
  -checkmagicreflect function, takes off magic reflect and returns 1 if it was present.
  -npcattacktarget function, called when an attack spell is cast.
  -Added Pug's change to summoned monsters, to give them combat power (jcpirate@bsc.net)
  -Added dispelable wall spawner and wall in scp, items 2001 and 2002 by 
   Fearicon(fearicon@hotmail.com)
  -Added checkresist, and magicdamage functions.
  -Added magic resistance checks to all spells where appropriate.
  -Added magic reflection checks to all spells where appropriate.
  -Added damage to all spells, where appropriate. (Poison field has no effect)
  -Added field spell effects
  -Bug fixes for resurrecttarget.
  -Added npcresurrecttarget function.
  -Added npcaitype parameter to char_st:
    0x01 = healer (resurrects dead players within range) 
	0x02 = evil monster (attacks all non-evil monsters & all players)
	0x04 = guard (attacks all evil monsters)
	Note: you can combine these...  Make a healer/guard, for instance.
    Note 2: They won't attack invulnerable players.
  -Added /setnpcai function.
  -Added basic NPC AI.  Types listed above.
  -Made decay take less processor time.
  -NPC AI can be set in the script file.  The female guard is set as a guard, 
   the orc is set as an evil monster, and the basic female is set as a healer
   in the included script file.
  -Current list of working spells, by circle: (41 total out of UO's 64)
   1: Clumsy, Create Food, Feeblemind, Heal, Magic Arrow, Night Sight, Weaken
   2: Agility, Cunning, Harm, Strength
   3: Fireball, Teleport, Wall of Stone
   4: Fire Field, Greater Heal, Lightning, Recall
   5: Blade Spirits, Dispel Field, Magic Reflect, Mind Blast, Paralyze, Poison Field
   6: Dispel, Energy Bolt, Explosion, Invisiblity, Mark, Paralyze Field, Reveal
   7: Energy Field, Flamestrike, Gate Travel
   8: Energy Vortex, Resurrect, Summon Air Ele, Summon Daemon, Summon Earth Ele,
      Summon Fire Ele, Summon Water Ele

Jerrith - ars@nwu.edu 0.67x+ (somehow lost from 0.67y)
  -Rewrote NPC AI attack functions so they would attack the closest target, not
   the last valid target in the character array.
  -Rewrote subtract mana function to work correctly, and update status window.
  -Really did: Added Pug's change to summoned monsters, to give them combat power (jcpirate@bsc.net)
  -Bug fix for NPCs gettting incorrect fx1, fy1, and fz1 values from script.

Tal Strake - tal@gdi.net 0.67y   (actually include all the x plus ;-) )
  -Made doors openable only when characters are close to the door
  -Characters can only use a key on an object near them now
  -Per request, players have to be near the horse to get on it
  -Added and tested the new heartbeat code.
  -Added console toggle for the heartbeat, key 'H'
  -Added new entry in UOX3.ini for default heartbeat action.

Morac - mkraft@writeme.com (7/30/98)
  -Split off most of the constants, global variables, declarations, ect into uox3.h file
  -Fixed Karma/Fame scale so it matches OSI's.
  -Fixed bugs introduced in 0.67x++ (mainly that 0.67x+ wasn't included).
  -Fixed bug in peacemaking where message wasn't sent to right people.
  -Fixed bug in checkauto where you could never hide after being attacked or attacking.
  -Fixed bug in checknpcai where npcs would attack offline players.
  -Fixed bug in npcattacktarget dealing with hiding.
  -Fixed bug in deathstuff where you could never hide after being attacked or attacking
   caused by Jerrith's fix in 0.67s.
   (Make sure the code you rewrite works, Jerrith! ;-) ) 
  -Fixed bug that caused sound effects not to occur for fireball and magic reflect.
  -Fixed bug that cause magic reflect cast effect not to occur.

Jerrith - ars@nwu.edu 0.67.026 (0.67z)
  -Added EOF error checking to readstring().
  -Integrated banker code written by Ashran. (amir@tirol.com)
  -Fixed another flaw in fz1 readin from script file on NPCs.
  -Increased door range to 2.
  -Increased key range to 2.
  -Increased horse range to 2.
  -Added death animations with much help from Beosil. (unlisted)
  -Fixed death bug with resurrection robe.
  -Added fade to black, and res choices. (Note, you must choose ghost at this time.)
  -Type 17 = full mortar.
  -Started to integrate alchemy code written by Ashran (amir@tirol.com)
   (does everything but make the finished potion at the moment.)
  -/movetobag and /dupe by Ashran.
  -NPC spawn amount, set the amount on a NPC spawner, and it will spawn up to 
   that many of the NPC in morex. (100 orcs in LB's courtyard is fun.:) )
  -Note the itemmenus added to the script file.  These are required for alchemy to work.

Tal Strake - tal@gdi.net 0.67.027 
  -Added in item enchantment type 18
  -Enhanced Item ID skill to tell you about the enchantment
   - Use it like this  /settype 18  (tells the game it has a spell
     attached to it)
   - /setmorex 1   (internal number of the spell)
   - /setmorey 10  (applys 10 charges to the item)

Jerrith - ars@nwu.edu 0.67.028
  -Removed most of Tal Strake's 0.67.027 code as it was redundant.  Modified
   current code to have its added features.
  -Error checking for functions called from multitarget that require an x-y location.
  -/newz now works on characters as well.
  -/makegm and /makecns only give their titles once (no more "GM GM GM Blah")
  -Changed multitarget to move xy checking to appropriate subfunctions.  Fixes
   problems with functions that target objects or characters that aren't at XY
   locations.
  -tempeffect2, takes an player and an object instead of 2 players.
  -changes to most alchemy functions to track the mortar.
  -SAYCOLOR and EMOTECOLOR properties now available for NPCs in scripts.
  -Bug fix for pack updating by Morac. (mkraft@writeme.com)
  -Alchemy now produces potions, type 19.  Potions have three properties, 
   morex=skill of maker(0 to 1000), more1=potion type, more2=potion subtype.
   potion type is like healing, or strength.  subtype is like greater, or 
   lesser, or deadly.
  -Included the script team's 0.090
  -Nice new item id code.  The better your skill, the more you learn.
  -Added a check to hopefully prevent some spawning problems in respawn().
  -Added very basic highlighting for combat.  Bankers, Guards, and Healers 
   should appear blue.  Evil monsters should appear red. (May not always work yet)

Krozy - krozy@axiomstudios.com 0.67.029
  -Added Random NPC Spawning
   A mock NPC must be added to the uox3.scp file (This is due to the way the npc
   spawnpoint type (62) uses the morex value).  The name property of this npc must
   be set to 'RANDOMNPC' (without the quotes).  It is case sensitive.
  -Added NPCLIST property to NPCs.
   This property is ignored if the NPC is not used for random spawning.
   It is required if NPC NAME is set to 'RANDOMNPC'.  The value is a reference to
   the NPC List to use.
  -Added NPCLIST section.
     This section contains a list of all NPCs that may be spawned.  One NPC within
     this list will be randomly chosen.
  -Added Random NPC Naming for Spawned NPCs.
   Random NPC names are useful for male and female npc humans, as well as named
   monsters such as lizardmen, orcs, ratmen, deamons, etc.  Set the NAME property
   of an NPC to 'RANDOM' (without quotes).  It is case sensitive.
  -Added NAMELIST property to NPCs
   This property is ignored if the NPC name is not set to 'RANDOM'.
   It is required if NPC NAME is set to 'RANDOM'.  The value is a reference to
   the NPC Name list to use.
  -Added RANDOMNAME section
     This section contains a list of all the names to be used by any NPC that is
     spawned with a name of RANDOM using this list.
  -Added LOOT property for Spawned NPCs
   When present, the value of the LOOT property is a reference to the LOOTLIST
   to pick a random item that will be added to the NPC.  Sample Syntax:
  -Added LOOTLIST section
     This section contains a list of items defined in the script.  One item will
     be randomly chosen to be added to the NPC.
  -Added GOLD property for Spawned NPCs.
   When present, a random amount of gold will be added as loot for this npc.  The
   value of this property is used as the max.  The internal formula is:
   amount = randomnumber between GOLD/2 and GOLD. (a value of 300 can yeild 150-300).
  -Added the /GOPAGE command.
   This command teleports a GM to the origin of the most recent page.  More handy
   then typing a /gochar 00 00 00 06, but rather limited in abilities.
  -Added crystal ball prophecies (ok, they werent in demand, they aren't in UO, but
   I just had to add them after all the bitching that goes on about them not doing
   a damn thing in UO :)

Jerrith - ars@nwu.edu 0.67.030
  -Shortened Krozy's 0.67.029 update listing.  This file is not the place for
   script examples, it's already long enough.
  -Fixed dungeon lighting bug.
  -Potion info is now stored in morex, morey, and morez on the potion.
  -Wrote function impowncreate, replaces the owncreate and wornitem messages with
   one more efficient owncreate, needed for shopkeepers.
  -Rewrite of read2 and readscript, and changes to str2num to (hopefully) prevent
   script crashes.
  -Changed crystal ball code to work on objects set to type 18 instead of just
   crystal ball objects.  Changed some messages to be more generic as a result.
  -Added functionality to GOLD tag.  If you specify one number, it works the same
   as before.  Specify two numbers, and you are saying the min amount, and the 
   max amount.  (GOLD 150 200) would generate between 150 and 200 gold.
  -You no longer need to specify RANDOM or RANDOMNPC to get the random name or
   random npc effect, just add appropriate NAMELIST or NPCLIST tag.
  -NPC declarations can now be recursive.  The simple example is, setup a random
   NPC. After the NPCLIST tag, put in the normal things you want, overriding the
   random npc's values.  This can be used to do say, a random npc, and the same
   random npc who always carries 2000 gold, in addition.
  -deathstuff and resurrection handling of items rewritten to prevent having
   multiple layer 0 objects on a character.
  -Some cleanup on the above mentioned function areas.
  -Beginnings of code for recursive items.
  
Missing from original 0.67.030 update file, but present:
  -BACKPACK tag for NPCs in scripts.  Give the NPC a BACKPACK for his loot and gold.
  -PACKITEM tag for NPCS in scripts.  If the item isn't something that is being
   equipped (weapon, armor, clothing), create it with PACKITEM instead of ITEM.

Anthracks - fred1117@tiac.net 0.67.031
  -Updated the GM paging system to be a bit more like that of UO's
    -Each call is placed in a queue (list) with the newest calls at the end of the list
    -GM's can view the queue with the /q command
    -To go to the next call in the queue simply type /next and you will be teleported to the
     player and their call will be removed from the queue.    
    -Also, you can now enter the problem description yourself if you choose "Other" on the menu.
  -You can now start commands with a . as well as a / (don't worry I made it so you can still                   type "..." if you want; someone was griping about that :)
  -Removed Krozy's GM code as this new one made it somewhat redundant (sorry Krozy).
  -Added /time command to show the current UO time

Jerrith - ars@nwu.edu 0.67.032
  -Added Zarn's improved code for multitarget and checkkey using switches to 
   increase speed.  (zarn@mailcity.com)
  -Items created in packs by using the PACKITEM tag will now have proper random
   xy positions in packs.
  -BACKPACK tracking in monster spawning has improved, no duplicate packs.
  -Gold spawned with the GOLD tag will now decay.
  -/GMOPEN - open the backpack of the character you click on.  Note, if the 
   character has other containers on him at different layers, you can specify the
   layer as a parameter for this command and open that container instead.
  -/TILEDATA command is always available, instead of just in releases compiled 
   with UNRELEASED.
  -/MANA command by Krozy.  Click on the character to restore all mana to.
  -/STAMINA command by Krozy.  Click on the character to refresh.
  -Added value to item_st.
  -/makeshop command to add shopkeeper buy containers to a NPC.
  -Quick shop test/demo instructions.  Make a jar of honey (0x09EC), Make a NPC, 
   use /makeshop on the NPC, use /gmopen 1A on the NPC.  Put the jar of honey in
   the container that opens.  Close the container, use the command /testtarget, 
   and click on the NPC.

Ashran - amir@tirol.com 0.67.033
  -Added a parser for commands: look at the void response(int s) for more
   information. 
  -Added npc response to commands:  If you own a npc use the commands like in UO.
   Working at this time are: pet release, pet attack/kill, pet follow, pet
   follow me, pet stop, and pet transfer.  All other commans are checked but
   have no code.
  -changed the summon monster so it sets you as the NPC's owner.

Jerrith - ars@nwu.edu 0.67.034
  -Changed the GM page functions to use getclock().
  -Reformatted new code written by Ashran.
  -Replaced _strtime function with a set of calls that are compatible on both 
   Windows and Linux platforms.  Written by Drylock (erwin@andreasen.com)
  -You can now BUY from NPC shopkeepers! :) :) :)
  -/setshoprestockrate.  Number of minutes between shop restocks. (default 5)
  -/restockall.  Restock all shops to max instantly.
  -/restock.  Do a normal restock (recover roughly 1/2 of all restock items sold).
  -/setrestock.  Set the number of restocks to be added to the current amount, over
   time.
  -/setvalue.  Set the price an object can be bought at.
  -/buy command.  Open the buy window of a NPC shopkeeper.
  -Items put in the container opened by /gmopen 1a on a npc shopkeeper will 
   automatically restock over time.  Items put in the container opened by
   /gmopen 1b will never restock.
  -New script tags for NPCs:
   -SHOPKEEPER - Give them the containers they need to be a shopkeeper.
   -RSHOPITEM #- A shop item that will respawn. (fill in # like for ITEM or PACKITEM)
   -SHOPITEM #- A shop item that will not respawn.
  -New script tags for Items:
   -VALUE - Set the price/value of an item.
   -RESTOCK - Set the number of restocks this starts with.  (Basically, you could 
    setup a shop to start with 10 of something, and 10 restocks, and it would 
	gradually work up to having 20 of the item in stock, but wouldn't instantly.)
  -Object teleporter collision detection fix by Krozy. (krozy@axiomstudios.com)
  -New sendbpitem code by Morac (mkraft@writeme.com)
  -You can say any of the following words to get a shopkeeper's attention: vendor,
   shopkeeper, npc.  Include "buy" in the same line of text, and he will open 
   his shop window.  (Just say "vendor buy" or "npc buy", etc.)
  -/who command to list all connected users by Maytrix (maytrix@uox3.com)
  -/gms command to list all connected GMs and counselors 

Jerrith - ars@nwu.edu 0.67.035
  -Fixed bug in shops where item names didn't match up with the rest of the item.
  -Fixed bug in shops where buying more than one of a non-stackable object gave 
   you one of the object, sorta stacked.
  -Fixed bug where no matter what you said to a vendor, he would interpret it as
   a buy request.
  -Fixed bug where shopkeepers would have their inventory on their corpses.
  -Fixed bug regarding value and restock being read from scripts.
  -Fixed bug where you'd crash if you killed the shopkeeper you were buying from.
  -Fixed bug regarding putting items on a shopkeeper from a script.
  -Fixed bug in that you could /setshoprestockrate without value.
  -Fixed bug regarding not saving script position with LOOT tag in scripts.
  -Fixed bug preventing multiple LOOT tags on one script.
  -Added handling message 0x69 from the client, sent when the client changes 
   text or emote colors.

Jerrith - ars@nwu.edu 0.67.036
  -Calculated new gold key for client!  You must use the new UO client 
   (version 1.25.34) to connect to UOX.
  -Telltime fixes by Krozy. (krozy@axiomstudios.com)
  -Some server freeze up fixes in height/z positioning functions.
  -Fixed restock tag for scripts.
  -Removed buytest and testtarget, as they aren't needed and can only cause
   crashes... :)
  -Banks are now stored at layer 0x1D on each player.  No more bank boxes on 
   the ground.  By Morac.  (mkraft@writeme.com)
  -Items dropped into pack are now placed at random xy locations, instead of 
   the same spot each time.  By Morac.  (mkraft@writeme.com)

Jerrith - ars@nwu.edu 0.67.037
  -Turned off #define DEBUG.  No more console trace messages.
  -Changed type in /istats to display in decimal, not hex.
  -Added missing doors to dooruse function.  (Inward opening doors for the 
   currently working doors, and all the secret doors.)
  -Changed fireball spell effect sound.
  -Bank fix by Morac.
  -Reagent use code based on code by Krozy
  -Use priv2 bit 0x80 to specify spellcasting without reagents.
  -Non-GMs can now put spells in the spellbooks while the spellbook is in their
   main backpack in addition to when it is in their hands.
  -Doors are now updated on all client screens.
  -Added automatic door closing for all doors.
  -Fixed gold total in buy window
  -Fixed starting lighting level being wrong.
  -Fixed recall rune naming.
  -Added npcwander and npcai to /cstats
  -Added priv to /istats
  -Flamestrike damage fixed.  No longer an insta-death spell. :)
  -Monsters now make appropriate sound effects in combat and on death.  Code
   by El_Barto (elbarto@provide.net)

Jerrith - ars@nwu.edu 0.67.038
  -Added selling to NPC shopkeepers.  Use vendor sell, instead of vendor buy, etc,
   or the /sell command to use one.  Items in the container at /gmopen 1C are the
   items the vendor will consider buying.  He will offer the price the item in 
   the 1C container has as its value.
   -Note: Only items in your main pack will be checked to see if the vendor will
    buy them, and only the first 75 he will consider buying will be displayed.
  -Added SELLITEM tag for scripts.  NPCs will put this item in their 1C sell 
   containers.  Note, the value of the object is automatically divided by two.
   (So if you put the same item in the buy and sell bags, the npc will by 
   default offer to pay half price to buy it back.)
  -Added VALUE tag to NPCs.  This tag lets you change the value of the last
   item added to the NPC with PACKITEM, ITEM, SELLITEM, etc.
  -Fixed bug with scrolls in doubleclick.

Jerrith - ars@nwu.edu 0.67.039
  -Added more text about readstring EOF stuff.
  -Added more text for heartbeat and broadcast messages
  -Removed line of debugging code from selling items. (Noticed by Morac)
  -Fixed items dropped on players going to bank boxes instead of backpacks, 
   by Morac. (mkraft@writeme.com)
  -Field effects should no longer hit logged out players.
  -Fix for stackable items being dragged into packs by Morac(mkraft@writeme.com)
  -Fixed bug where you couldn't buy if you had the exact amount of gold that
   was needed.  (Noticed by Krozy)
  -/midi # # command.  Plays the midi file specified by the two numbers on your
   system.  (from 0 0 to about 0 50, I think...)
  -/tradetest.  Test of bringing up the trade system.  Doesn't work yet, be sure
   to close it before walking away from the NPC you opened it on. :)
  -Monster NPCs should no longer attack logged out players. 
  -Added Krozy's improved code for corpses.
  -Fixed alchemy bug where canceling would display the not enough reagents message.
   (Noticed by Krozy)
  -Doing /cstats will automatically open the status window for the character.
  -added Basic potion use.  
  -/tradetest and /gumpopen testing commands....
  -calcValue function designed to handle price/value modifiers for objects.  
   Basically, any object should be assigned it's value as if it were normal, 
   nonmagical, and the price change should be calculated in calcValue.

Anthracks - fred1117@tiac.net 0.67.040
  -Further updates to GM/Counselor paging system.
   -Added a Counselor queue to go along with the GM one.
   -Added /jail and /release commands for Counselors and GM's.
   -When in jail prisoners cannot cast magic and cannot talk to others in jail.
   -Added /gotocur command to teleport you to the player who paged you should they leave while
    you are talking to them.
   -Added /clear command. Now, your current call remains in the queue until you /clear it or.
    go to the next call with /next.
   -Added /gmtransfer command for Counselors. If a counselor goes to a call and feels it needs
    to be handled by a GM then this command will transfer the call to the GM queue.
  -Reorganized some of the commands. Now Counselors can only use /next, /clear, /q, /jail,
   /release, /gotocur, /cstats, /istats, /goplace and /gmtransfer.
  -Enhanced /addnpc command. Now if you give it just one number, it will add the npc of that
   number from the script.
  -Updated the GMMENU sections of the .scp file (included is the Script Team's 0.14 script).
  -Added Secure Trading windows, the ones that pop up when you give another player an item.
   By Jerrith (ars@nwu.edu).
  -Bug fixes in pack_item and sendbpitem functions. By Jerrith (ars@nwu.edu).

Maytrix - maytrix@uox3.com 0.67.041
  -Updated combat to use new function combat()
  -added SWORDSMANSHIP check to combat
  -added TACTICS check to combat (causes more damage if skill is used up to a max of 10)
  -added updatestat() function to increase stats based on a percentage passed to function
  -added skilldelay, statdelay and skillincreasedelay to char_st
  -modified checkskill() to use the new skilldelay function
  -modified skill usage in general (hiding, Taming..etc) to use skilldelay
  -implemented fix on deathstuff to stop lag when monsters die (by Krozy)
  -added /wipe command to remove all items left on ground (note: this will anything on the ground)
  -added /respawn command and respawnnow() function to have all spawn points spawn instantly

Jerrith - ars@nwu.edu 0.67.042
  -Added 0.67.041 information to update file.
  -Removed notes on secure trading from goldkey.h (Oops!) :)
  -New UOX3 file, regions.scp.  Use this combination script/ini file to specify in game
   regions, and their properties.  See sample included file.  Note, in this release, 
   regional weather is not yet implemented, and guards are not summoned in guarded 
   areas...   Those features are coming soon. :)
  -Sample regions.scp file provided by Anthracks. (fred1117@tiac.net)
  -Dropping an item on a NPC no longer brings up the secure trading window.
  -Removed Maytrix's 0.67.041 combat code changes.  Code is both incorrect, as 
   not all weapons use swordsmanship, and tactics does not add a damage bonus, and
   also buggy, as it adds a character's index to it's chance of hitting. (Basically, the
   200th monster in the game, regardless of it's dex, would hit 100% of the time.)
  -Removed Maytrix's 0.67.041 deathstuff fix by Krozy.  Krozy and I had talked and agreed
   the fix he posted would not actually work correctly all the time.
  -New deathstuff fix to cut down on lag caused by deaths, written by myself and Krozy.
  -Removed Maytrix's 0.67.041 skill and stat increase changes.  Again, bugs and incorrectly
   implemented features.  Stats should not go down when a skill fails, no advancement curve
   present at all from 50.0 skill to 100.0 skill, current hp, mana, and stamina can rise
   above maximum, skill and stats increase delay timers are not present in UO and a bad idea
   as well.
  -Added bug fix to checkskill function so that it will correctly update the client's 
   display of skills when a skill under 30.0 increases on a failed attempt of use.
  -Fixed bug in skill delay not being initialized for characters.  Could prevent a 
   character from ever using skills.

Jerrith - ars@nwu.edu 0.67.043
  -Bug fix to fix region display on startup.
  -Combat now checks Tactics for a hit 50% of the time, and Swordsmanship 50% of 
   the time (basically what it does in UO for sword weapons...)  Skill check 
   difficulty varies based on opponents tactics score.  Two GM tactics people
   would hit each other roughly every 2 out of 3 swings.
  -NPC skills can now be set in the script file.  SKILL # AMOUNT.  So for say,
   tactics, SKILL 27 1000 for 100.0 tactics.  uox3.h has a list of the skills and
   their numbers.
  -Blacksmithing changed to subtract appropriate amounts of ingots.  Set with 
   INGOTS in blacksmithing script file.
  -Skill needed to smith an item now set in the script with MINSKILL MAXSKILL, 
   the skill you will always fail at, and the skill you should always succeed at.
  -Updated uox3.bss to use new parameters.
  -Summoned monsters are weaker, but now have tactics, swordsmanship, and 
   magic resistance skill scores.
  -Fixed bug causing corpse update problem on the death of monsters.
  -/kick command works again.
  -Added all shovels, pickaxes, and smithing tools to doubleclick, written by
   Krozy.
  -Added new UOX file, skills.scp.  Use this to specify skill and stat advancement
   curves.  Values after SKILLPOINT are: #1 base skill this curve point takes effect
   at, #2 skill gain for a success, #3, skill gain for a failure.  failure value
   is not use for stat advancement.
  -Default skills.scp by Anthracks.
  -New checkskill function and subfunctions to handle skill advancement.

Morac - mkraft@writeme.com 0.67.044
  -There are a lot of changes in here (and I mean a lot), I recommend moving your stuff into
   this uox3.cpp instead of other way around when updating so you don't miss anything.
  -If adding an item with "/add h1 h2" and the item is stackable it will be now.
  -Pileable items no longer have to be marked with "PILE" in script. the pileable status
   is taken from the verdata.mul file.
  -Items layer are set to 0, when item is not being created and worn on npc/player.
  -Game now checks when you walk into a firefield or paralyze field
  -Sped up searching for characters and items.  You probably won't see the
   difference unless you have a lot of items and/or characters.
  -Formatted code so it is easier to read.
  -Changed "uox3.bss" to "create.scp" as it will soon contain more than just blacksmithy.
   Changed menuitems to MAKEMENUITEM, changed smithmenu to makemenu and smithmenutarget to
   make menutarget. They both take an additional parameter which is the SKILL that's making
   the item. Left alchemy the way it is cause it had delays and other complicated stuff.
  -Change SMITHMENUOFFSET to MAKEMENUOFFSET and increased it to 2048 because the MENUITEM's
   in the script file were approaching 1024 and potions overlapped it.
  -I took the items out of the "uox3.scp" and put them in "items.scp". This
   should noticeably speed up menu processing for items (since they were at the 
   end of the uox3.scp file).
  -Removed items from create.scp, now all menus there point to items in items.scp. Also
   MAKEMENUs now contain a RESOURCE and SKILL. RESOURCE is how many of ingots/wood/ect. the
   player needs and SKILL is the minimum skill required to make the item. Max is set a
   3x min. choice and makemenu were modified to only show items you can make with your
   current resources and skills.
  -Skills shown in skill window are now the baseskills plus stat modifiers. Both baseskills
   and stat modified skills tracked.
  -Fixed make GM and Make counselor.  They would only add GM or Counselor if you already
   had one in your name. Also set priv2 so you can do GM things.
  -Skills list and status window updated when set with "/SET" command
  -NPCs no longer walk through (or over) walls, doors and other dynamic objects.
  -NPCs will open doors.
  -NPCs will now attempt to go around objects when blocked while following/chasing player.
  -You can no longer use items equipped by other players.
  -Gold in status window is updated when added or removed from your pack.
  -Fixed a minor bug in advance skils and stats which would cause skill/stats to go over 100.
  -Fixed skills.scp so it matches current OSI skill percentages. 
  -Tactics should NOT affect chance to hit (it hasn't been this way since Nov 97),
   It is a damage modifier. I adjusted that.
   (Note the Origon's Official guide is hopelessly out of date, you uoss.stratics.com for stats).

Anthracks - fred1117@tiac.net 0.67.045
  -Implemented Healing/Veterinary, use scissors on cloth to make bandage and use the bandage
   to heal.
  -Possible fix for people crashing when they talk.
  -Added spirit speak by SirGonads (email?)
  -Changed the value of the z npc's were restricted to from 2 to 5 (Jerrith).
  -Added the /jail and /release commands I left out last time (sorry!)
  -/setamount2 command. things like bolts of cloth use this value to track how many yards are
   left.
  -Default gold and starting privlidges in the .ini!
    After the heartbeat line, the next line should be the amount of gold to start with, then
    the next 2 are the devault privs, priv1 and priv2.

Morac - 0.67.045a
  -Fix for damage bug (not causing any damage)
  -Made NPCs smarter (they remember what direction worked last time they were blocked)
  -Doors won't open and close multiple times (well more than twice) when autoclosing.
  -"Idiot" bug fix by Milan Rabaa (milan@orpg.de)

Sir Joseph - sirjoseph@dzonline.com 0.67.045b
  *Fix for spirit speak causing server crash at startup by Anthracks.
  *Fix for /jail and /release commands by Anthracks (fred1117@tiac.net).
  -New "/fullstats" command, wich will refresh mana, stamina and HPs to max.
   This command does not have any animation or sound, like "/mana", as I
   don't think a GM needs that.
  -Implementation of first *basic* version of Special Attack Attribute.
   Use "/setspattack 1" to set special attack to Phisical Fireball, wich
   makes Remaining HPs/10 Damage(a Dragon with 450hp would make 45 damage).

* This 2 fixes were included on 45a but not commented.

Cironian - cironian@stratics.com - 0.68
  -Raised item limit from 4096 to 16384
  -/ADDX command added (Like /ADD, but creates item at your current position)
  -Server side /ALLNAMES command replaced with /SHOWIDS
  -Many small fixes
  -When /ADDing multis, they are now shown as ghost image at the cursor
  -/FREEZE works on NPCs now
  -Rewrite of the movement code, MUCH (!) better but a bit slower too
  -New encryption system by Beosil (With a change to allow easy compile-time selection of client version)

Morac mkraft@writeme.com - 0.68.001 (merged 0.67.045b into 0.68)

Sir Joseph - sirjoseph@dzonline.com - 0.68.002
  -Compiled with MSVC++ 5.0 to avoid CRTDLL.DLL crashes caused by MINGW32(68.001)
  -Added missing "The " to Lord/Lady titles
  -Added Sextent item use (/where is now avaliable to Counselors and GMs) by Krozy
  -Added "GM Tells" command (/TELL playersocket message) by Krozy
  -/WHO command now shows players socket - by Krozy

Sir Joseph - sirjoseph@dzonline.com - 0.68.003
  -Added missing code from Morac's .002
  -Correct animation for flamestrike and explosion, also flamestrike is now weaker
  -Hitting an enemy with a viking sword now haves sound
  -Added skill check/auto-advancement for Anatomy, Evaluating Intelligence and Arms Lore
  -Arms Lore now gives a different message, not just "Attack [x] Defense [x]"

Anthracks - fred1117@tiac.net 0.68.04
  -Access violation bug fixes in teleport and dolight - Morac (mkraft@writeme.com)
  -NPCs will now not get DENY walk message (caused server crashes)  - Morac (mkraft@writeme.com)
  -Changed readwscline, readw3 and readw2 to prevent crash when compiling with Borland  - Morac (mkraft@writeme.com)
  -Animal tame fix
  -GOCHAR fix
  -Stat advancement fix - Jerrith (ars@nwu.edu)
  -Revamped combat (uses different skill depending on your weapon) 
     Halin Talismoon (cscott@fit.edu)
  -/hide and /unhide commands for GM's
  -Possible fix for Disappearing beards.
  -Ghosts can no longer fight or be killed.
  -Blood now appears under corpse when carving it.
  -Canceling jailing should no longer jail you.

Maytrix - maytrix@uox3.com 0.68.005
  -Modified combat code and made some additions (added getshield() and getcombatskill())
      Both functions based on code by Halin Talismoon
  -Added the following script commands for NPC's (used in combat) 
      HISTR, LOSTR, HIDEX, LODEX, HIINT, LOINT (Set hi and low values and it will assign 
      a random value in between)
      Also added LODAMAGE and HIDAMAGE (Amount of damage an npc can do)
      And finally WRESTLING, TACTICS, MAGERY, PARRYING and MAGICRESTISTANCE (Only values needed for NPCS)
  -Added the following script commands for items
      LODAMAGE, HIDAMAGE (Again, used for combat.)
      HP, STR (all for later implementation hp=hp's of item str=strength needed to use item)
  -Updated Taming to use new npc script command TAMING (min skill required to tame)
  -Fixed Special Attack - Will no longer target invulnerable players
  -Removed ghost appearance for npc's.
  -added special attack 2 - lightning. (Sample lich included NPC 24)
     -- actually code is there, but for some reason isn't working - maybe someone can find the problem?
  -Added /setwipe command (0=wipe; 1=never wipe - for use with /wipe command)
  -modified /wipe command
  -Included newscript.txt to describe new script commands in more detail.  

Tal Strake - tal@gdi.net 0.68.006
  -Re-created heartbeat code from scratch, UOX no longer uses beat.dat
  -NOTE TO PROGRAMMERS: anything you wish to be logged thru UOXmon,
   simply do a Writeslot("Insert text here") and UOXmon will add it to
   the UOX3.log file.  However it must not be numbers and has to be
   over 7 characters long to register...

Maytrix - maytrix@uox3.com 0.68.007  - compiled by Morac
  -Fixed damage calculations (no more 1 hit death-rabbits :) )
  -Minor fix to autosave (Morac)

Maytrix - maytrix@uox3.com 0.68.008
  -Added HP subtraction for shields
  -Added additional NPC script commands
   LOWRESTLING, HIWRESTLING, HIMAGERY, LOMAGERY, LOPARRYING,
   HIPARRYING, LOTACTICS, HITACTICS, LORESIST, HIRESIST
  -Implemented fix for Writeslot command (Morac)
  -Fixed bug with 1 hit death (not fully fixed in 007)
  -Added some missing variables to initchar and inititem

Maytrix - maytrix@uox3.com 0.68.009
  -Fixed NPC/Item spawn bug where new script commands (LO/HIDAMAGE etc.) were not used.
  -Added container spawning 
   2 new types. 63=spawn container  64=locked spawn container.  Set the type and then
   set the morexyz values.
  -Added new script command - ITEMLIST - allows you to set a spawn to spawn a random item
   based on ITEMLIST (Works just like NPCLIST)
  -Fixed bug where summoned monsters would not disappear. They now disappear after
   a number of seconds based directly on your Magery skill.
  -Separated scripts - uox3.scp is no longer used.  The new scripts are:
   location.scp, npc.scp, menus.scp and speech.scp
  -Fixed bug where STR and HP values were not read from items.scp
  -Fixed combat bug where repeatedly pressing tab would cause you to attack a lighting
   fast speeds.
 
Cironian - cironian@stratics.com - 0.68.010
  -/TELL fixed (It used to ignore the command if you tried to tell more than one word)
  -Fixed a bug in void telltime (== was used for an assignment there)
  -Same in void keytarget
  -Ghosts and Counselors can walk through closed doors again
  -Quick fix for the GM exploit
   (Other programmers still might want to check void multitarget if I really got all cursor types)
  -Allowed GMs to bypass the following checks:
   Item range
   Character range
   Skill delay
   Gold checks when buying stuff (Everything is free)

Polaris - harrison@erim-int.com 0.68.011
 - Magery: Lots of basic logic errors fixed.
 - Magery: Spell circle used for calculations is now calculated correctly
 - Magery: Skill and Mana checking now implemented correctly
 - Magery: Mana is now only subtracted if a spell or scroll is cast successfully
 - Magery: Reagents are now only used on book spells, and only if the spell is cast successfully
 - Magery: Most of the Spell-Casting routines are now bypassed if mana is not available on initial check
 - Magery: Reagents are now used on spell fizzles

 - uox3.h file fixed so that Linux compiling won't barf
 - Included Tal Strake's latest code snippet for his heartbeat code.

Kathrrak & Tal Strake - tal@gdi.net 0.68.012
 - Nothing, release had the wrong .cpp file.

SirGonads - spoogie_@yahoo.com 0.68.013
 -Added server scriptable functions, so users change hardcoded values without recompiling (e.g. DECAYTIMER,INVISTIMER,ect)
 -New commands	RELOADSERVER - reloads the servers server.scp script
		LOADDEFAULT - loads the default values from the server
 -Added Tracking, currently scripted in uox3.tra
 -Added Begging
 -Added Animal Lore
 -Changed Armslore, now checks skill
 -Changed Fishing, now has a fishing delay
 -Changed Evaluate Intelligence, can no longer use the skill on self to gain skill
 -Changed Anatomy, can no longer use the skill on self to gain skill and removed an extra loop that was doing nothing
 -Moved global variables from uox3.cpp to uox3.h
 -Added missing function prototypes
 -Removed all unneccessary char temp[###], since it is already a global variable
 -Removed&replaced all char temptext[###],tempbuffer[###],tmp[###],tstring[###],txt[###],statement[###]
   with the global char temp[512];
 -Optimized 	skilluse(int,int),gmmenu(int,int),itemmenu(int,int),scriptcommand(int s,char *,char *)
		command(int),makemenu(int,int,int)

Tal Strake & Kathrrack tal@gdi.net .68.014
 -Changed makemenutarget() friendlier toward item creation and skills
 -Added SirGonad's .013 snippets for TELL and Counselor command fix
 -Added Inscription
 -Added new feature, Engraving
 -Added new code, im.cpp and im.h, which gives us an easy and FAST
  gump menu system, see inscribe.gmp for details on format.
 -See the NOTE.TXT included with this release only for important info

TANiS tanis@mediacom.it 0.68.015 - RETIRED! -
 - Added some typecasting to avoid warnings and bugs in almost every function
 - Should compile fine under LINUX

TANiS tanis@mediacom.it 0.68.016
 - Version 0.68.015 was bugged and therefore retired.
 - This one has the same enhancements to the main code as v0.68.015
   but it's working fine with no lock-ups or world deletion.
 - The code is now clear from wrong typecasting and stuff like that
   and should be a good base to work with expecially when developing
   under Linux. 
 - Please use this code as the base for further working on the code
   because I've done some clean-up here and there throughout all the
   25000+ lines of code!

Krozy krozy@questworld.ml.org 0.68.017
 - Compiled by Krozy, Jim (jim_coh@hotmail.com), Polaris (harrison@erim-int.com)
 - Reverted back to 0.68.014 for the base. (Both 68015 & 68016 caused problems for myself
   and several others trying to use it.  I could not successfully get the code to run on
   either version.  Version 68015 is null as 68016 replaces it.  Since the changes to
   68016 were some kind of typecasting which seems to be unecessary as it worked on linux
   prior to this, I felt it best to revert.  If anyone has anything to say on behalf of
   68016, please consult me (Lucas Moten - krozy@questworld.ml.org - ICQ:3826730).
 - Introduction of Townstones (Phase 1) (Items 0EDD & 0EDE)
   Features & Documentation included in townstones.txt
 - Hair Dye with color of your choice (use color dyes on hair dye bottle, then use hair dye).
 - GM see all players (even logged out ones) functionality.  Useful for modifying (fixing)
   players who have logged out.  Players who are logged out get '(OFF)' appended to allname.
 - Modified Sextent location display (doesnt show the z position).
 - tweakbutton and tweakinput functions have been renamed to gumpbutton and gumpinput as it
   will be a more appropriate name for future coding.
 - Put in a fix to void backpack code that will show items that may have been previously
   out of range to be displayed.  Players who 'lost' items may now get them back, and there
   may be some items that finally show up that were of the world 'lost long ago'.  GMs should
   be alert from this patch for calls made referring to odd objects in player packs.  This
   is a quickie fix.
 - Modified savenewworld function to display on the console when an automatic save is performed.
   Also made it broadcast a system message to logged on players 'System: World Saving', and
   'System: World Saved'.
 - Linux Compile line: gcc -w -lm -funsigned-char -ouox3 uox3.cpp im.cpp

Morac - mkraft@writeme.com 0.68.018
  -Fishing fix by Brad
  -"/SETSPEECH" command added to change npcs speech (by request)
  -GOCHAR now works with socket numbers as well as serial numbers
  -No longer get "can't use items equipped by others" message when double clicking on characters.
  -Fixed npcmenutarget to work with old NPC scripts (ones without lo/histr, ect..)
  -Made spawned NPCs use new script commands from 0.68.005
  -Merged menunpctarget and addrespawnnpc into 1 function.
  -Moved magic stuff into magic.cpp and skill stuff into skills.cpp (requires less memory to compile, also faster)
  -Update makefile to work with new files
  -Made server message strings that are only used in one function, non-global. Moved all global 
   server message strings to uox3.h
  -Added XTELE command, which teleports someone to your current position (by itself gives you cursor
   or use serial number or socket number to transport specific character).
  -summoned creature says its attacking when its not fix - Kathrrak (miller@tecgraf.puc-rio.br)
  -stat update fix - Kathrakk
  -Fix for invalid account information some people were getting when compiling with
   other compilers (ex: Borland) in psplit.
  -Another fix for Borland (maybe other compilers) in scriptcommand, showcname, singleclick and command.
  -Fixed bug in advancestats.
  -Skills higher than 100.0 will no longer cause stat penalties.
  -Fixed problem with updatestats (would show incorrect hitpoints).
  -Pets now respond to commands.
  -Can no longer cast spells with weapons equipped (except GMs).
  -GM exploit fix for kicking, jailing, releasing and tweaking
  -Should ignore multitarget client messages sent by themselves (should fix some exploits).
  -Fixed combat so it doesn't ignore armor if you're wearing a shield.  Also
   fixed calcdef so it doesn't add DEF of shield when determining damage.  It
   does add DEF when showing AR in status window.
  -Changed combat formula to match OSI's formula.
   NOTE: monsters DEF values are very high at the moment (lich is 70)
         so you won't do much damage.
  -Fixed bugs in armslore and tracking
  -Complete makeover on inscription :)
  -Because of my changes don't need "fromuox3.h" anymore im.cpp now includes "uox3.h"
  -Carpentry skill added
  -Renamed "uox3.tra" to "tracking.scp" so its like the rest of the .scp files.
  -Jack's spellcasting monsters code (email unknown)
  -fixed textflags so all flags can be displayed at same time  
  -fixed bug with magic update from a few releases back where there was only 1 variable for everyone
   in the game.
  -Cause mining doesn't check for mountains I put in the 1 for 1 fix Friend put in 17a.
  -Put in "proper" daemon summoning fix by Friend
  -Summoned creatures stronger fix by Friend. Actually summoned monsters should
   come from npc file, but I'm not doing that now :)

Morac - mkraft@writeme.com 0.68.019 
  -ALLSET fix (allsettarget)
  -INSCRIPTION can be used again (skilluse)
  -Combat fix (checkauto)
  -Removed (char) typecasting hopefully to fix negative number problems.
  -added scriptcaching by Drylock <erwin@andreasen.com> (excellent stuff)
  -linux strupr function

Sir Joseph - sirjoseph@dzonline.com 0.68.019a
  -Townstone mayor voting targeting fix by Krozy
  -Fix for inscription so MSVC will compile by Morac
  -Combat code is now located at "combat.cpp"
  (easier to work on a more advanced combat system later, and add archery)
  -Added archery to getcombatskill
  -Added SPATTDELAY to script (to set the delay between special attack use,
   previous version was set to 120 by default, wich was too slow for most
   monsters.)

Morac - 0.68.020 (failed release)

Morac -mkraft@writeme.com 0.68.021
  -Completely removed all 0.68.016 code. Should be much more stable.
  -Add "/add menu" fix by Drylock (erwin@andreasen.com) 
  -Fixed Makefile to work with 0.68.19a+
  -Numberous exploits to gain GM status and/or max stats fixed. Thanks to Beosil.
  -Fixed bug in loadchar where loading a player who had townvote of 0 would set
   charcount2 to 1 (-1 to 0, ect..)
  -1 line Fix in towninit to prevent access violation happening while debugging.
  -Fix in addrespawnnpc for npcs with hist==lost, hiin==loin, or ... so
   won't get divide by 0 error.
  -Added stuff to initchar
  -Fixed combat so divide by 0 does not occur. 
  -Moved calcatt, calcdef and timerok to combat.cpp since they're combat functions.
  -Shows offline players as gray (hidden) to GMs. (impowncreate)
  -Tracking works again.
  -Help menus work again.
  -made skills an array of 50 in uox3.h and globals.cpp. This fixes improper stat
   gain, where character would continue to gain stats forever.

Sir Joseph - sirjoseph@dzonline.com 0.68.022
  -Fix for inscription/engraving(will no longer crash server) by Tal Strake
  -First basic version of Archery implemented
   + All types of bows are working (bow, crossbow, heavy crossbow)
   + All animations and sound included
   + Checks for and uses arrows/bolts
   + If hit missed, there is a chance of 1 on 3 for arrow/bolt to be left on ground :)
   - No special archery hit check implemented (using same hit check as melee combat)
   - No line of sight
   Tips: Arrow: 0F 3F - Crossbow Bolt: 1B FB :)
  -Started to add sound to combat. For now only sounds avaliable are viking sword
   hit(used for all melee combat skills) and sword miss.

Polaris - harrison@erim-int.com 0.68.023
Tal Strake - tal@gdi.net
  -Fixed problem being able to cast spells with weapon equipped (Morac's snippet with FIXES)
  -Fixed problem with NPCs being invisible (Morac's snippet)
  -Fixed Sound for Daemon Summon to be correct (from Friend)
  -Fixed an exploit where casting unimplemented spells would raise Magery skill.
  -Added sysmessage notifying caster of unimplemented spell cast.
  -Fixed problem with skills shooting to 4000 or so (typecast problem)   
  -Removed several residual typecasts held over from version 068.016.
		+ diff'd 068.016 with .068.017(not based on 068.016)
		+ crosschecked each 068.016 change with .068.022
		+ removed straggling 068.016 changes.
  -Added in new code - house.cpp.
  -Added in basic house deeds, including doors and signs.
  -NEW FUNCTION: addthere(s,x,y,z,type)  Use for placing items ingame not in pack or
   at players feet (which is what addhere() does)
  -Modified function: makemenutarget()  if you set chars[currchar[s]].making=999 before calling
   this function, it will create the item in your pack and not say it was created. (used for
   key and sign with house creation)
  -Please read the file House.txt included with this release.

Tal Strake - tal@gdi.net 0.68.024
  -Fixed house.cpp for placement of doors and signs
  -Modified getmsg() and keytarget() to allowplayers to change house signs with
   their housekey
  -Changed Writeslot not to show HB onthe console, only Messages

The UOX Development Team - 0.68.025.001
  - new scripts added
  - more stable code base developed
    - fixed many incorrect code base changes
  - cosmetic code changes
  - code optimization
    - rewrite getclock, not used in windows for big performance gains
  - removed goldkey.h from the package release
  - bug fixes (to name a but a few)
    - fix for fields not affecting NPCs
    - fix for cpage and gmpage /other command
    - fix for a wear_item bug
    - fix for respawn npc with no cloths bug
    - fix for npc to player bug
    - fix for the jail bug
    - fix for npcs only following but not attacking combat bug
    - fix for fish decay
    - fix for the kill me a hundred times bug
    - fix for GMs casting in jail or with weapons equipped
  - currently house code is disabled, but
    - corrected corrupted vars in house.cpp which was randomly misplacing doors and signs.
    - corrected using runenumb, which was causing some problems with sign changing.
    - house deeds all work correctly now, except tower, which has to be manually created.

Cironian & Ridcully - 0.68.025.002
  - Filenames are 8.3 dos-format now
    - scriptcache.* renamed to scriptc.*
    - some files in /docs
  - Renamed list.h to uoxlist.h because of conflicts with the c++ list.h
  - Stability fix for T2A clients
  - Added dev/uox3.rc back in for windows distribution
  - Added dev/uox3.wpj and dev/uox3.tgt (Watcom project files)
  - Changed "bool" types everywhere to char (bool is not a standard type)
  - Made UOX not choke on messages B6 and B8 (sent by T2A client)

CVS system version - 0.68.025.003 ?
  - Fix for "broken pipe" problem under Unix (Drylock)
  - Fix for /ADDITEM (Anthracks)
  - LO<skillname> and HI<skillname> now correctly set baseskill
  - Skills that are set to 10 (the default value) do not save in the .wsc,
    saving a bit of space
  - updateSkillLevel() function replaces all the duplicate code taht calculated
    skill[] from baseskill[] and fixes a problem with /set skill
  - File docs/testplan.txt contains some of the fixed bugs, how they were fixed,
    and what was done to verify the fix
  - Current time and light-levels are saved in Server.scp (Ridcully)
  - Added data.cpp; when we move the items and charactes to hash maps they will
    go there. Now there are functions as tools for making the change step by step.
  - Removed Makefile.other and Makefile.ming32. Replaced with just one
    Makefile (Drylock)
  - Added Maytrix' fix to dupeitem()
  - Summoned monsters now have stats like actual monsters.
  - 2 new AI types 0x08 - attack smartest (EV) and 0x10 - attack strongest (BS).
  - Fix for double fame loss on res.    
  - Fix for new script loading system

Vagrant <vagrant@ctel.net> - 0.68.025.005
(took the current cvs version and merged it with Maytrix' 0.68.025.004 release)
(everything in the cvs version was included, along with the following from Maytrix:)  
  - Fixed /tell command to show who the message was coming from - Now displays as "GM Name tells user text"
  - Added Lockpicking skill (Will not work on locked items that have a more value of anything but 0 0 0 0)
  - Added Unlock spell (Works the same as Lockpicking)
  - Modified container spawns
    - They will now lock each time an item is spawned
    - Using /setamount on a spawn container will now allow you to spawn that many items (remove the hard code of 6)
    - Modified singleclick, so that spawn containers will look like 1 item even if /setamount is greater than 1
        - More work still needed here
  - Implemented weapon speed
    - Added SPD script entry (defaults to 30 if nothing is specified) - NOTE: Scripts were not updated to use it
    - Added speed calculation to combat
    - Attackers with no weapon (i.e. Wrestling skill) have speed determined directly upon their wrestling skill
        - Varies between 30 (skill > 200) and 50 (skill > 800) 
  - Modified special attack spattack to use a time delay in seconds. (Set SPADELAY to the number of seconds between attacks)
    - This makes all current SPATTACK entries in the script obsolete (They will work, but the delay will be very long.)
(and, added the following from Armageddons 0.68.025.003a release:)
  - Fixed problem with players not being able to walk in caves
(and, the following is from me:)
  - Fixed problem with carpentry allways thinking you do not have enough logs (was checking ingots, not logs)

McCleod - 0.68.025.006- Newbie Items
  -Added newbie items when a char is created
  -Only file modified are globals.cpp, uox3.cpp, uox3.h
  -Added new script file, newbie.scp, can be customized by adding more PACKITEMS under each skill section
  -Anything new added is mark with newbie in some way
  -The only known bug is if PARRYING is set as the highest skill when creating a new char, it causes no items togo into the new chars pack
    I suggest not to set it as the highest skill,  if you set it as the secong or third it works fine.
    I have no idea why this happens but I'll try to fix it soon.
    Email me if you fing out why or how to fix it.
  -Read the Newbie.txt
  
Hunter - 0.68.025.007- hunter666@mailcity.com
  -Added 5% chance of finding Gold ore while mining
  -Added gfx of ingots
  -Added Smelting for Gold ore
  -Can only make gold coins for now
       change/add wot ever u want in create.scp

Friend(Brother Kane) - 0.68.025.008 - Tailoring

  - Added tailoring skill and now one can enjoy making clothing and leather armor
  - Now how this works

		-  First of all you need to kill some animals for either hides or wool,
		   or you can possibly buy some cloth from a local tailor or some 
		   hides from the tanner.
		-  When you get wool, you will need to find the nearest spinning wheel(all 
               are defined) and spin some yarn.
		-  Take the yarn and goto the nearest Loom and make your cloth.
		-  In order to produce clothing, you will need a set of knitting tools.
		-  When you knit your clothing it will bring up a menu to show what your able
               to make based on your tailoring skill.
		-  I also include cotton as a resource to make cloth. You will use the spinning wheel
               for this also and it will produce thread instead of yarn.  Works the same way.
		-  I am working on making a new resorce(Cotton fields to get cotton from) Like
               how lumberjack works.

  - Leather Amour

		- You will have to again kill your game(as in animal) that produces hides, and then take your
		  sewing kit to bring up a menu to make the product.  This is also based on tailoring skill.

  - Fixed the bandage thing to make it more realistic

		- Added sounds to sissors to make it sound like your cuting them.
		- Made bandages stackable
        	- Set Tailoring skill to it.

  - A few more notes:

		- Make sure you have the needed create.scp to make this all happen or you'll crash.
		- I'll be working more on tailoring to finish it up, but this is a start.
		- Also I might not have the exact ratio correct but that is easy to change just let
		  me know.
		- Also have started into Cooking and Baking skill. What works in cooking is taking meat and making ribs on a campfire.
		- It is almost done.

Friend(Brother Kane) - 0.68.025.008b - Tailoring

	- Fixed the bug with hides not being consumed
	- I added some more cooking:
		- The only thing I have done is making pizza, hehe wasn't going to release put i am not taking it out 
		  and put it back in.
		- You have you create sausages and a bag of flour(not right just testing) and use
		  sausage on clour to make pizza, then create a stove and bake it on(not all stoves are 
		  included since i am not done yet.  But the bags of flour are openable and closable. ;)

	- added the left out bandage fix from last update.
	- can't think of any more , Just play around and have fun!
McCleod - 0.68.025.009 - Custom Titles
 - Added new script, titles.scp.
  -Set with original titles, but can be edited for shard specific titles.
 -Read titles.txt for clarification. The script itself is easy to read.
 -That's it

Tao - 0.68.025.010 (kolourz@gte.net)
- fix for the War Axe returning swordsmanship rather than macefighting
- combat animations for on and off horses & depending on weapon held by character
- sphere of influence: calculated radius, only calculated around 
  logged in players, helping performance. did not change this to dynamic yet.
  it is a virtual circle around players, if an NPC is within they are
  then "processed" for movement otherwise they are not. the radius variable
  is set in the npcmovement function.
- change in worlddarklevel and worldbrightlevel to a more acceptable level.
- slight change in main function from sleep(20) to sleep(50): 
  allowing the server some needed breathing time.
- included the new MASTERKEY for version 1.25.35 (by DasRaetsel, seek@mfn.de) (thanks!)
- added basic combat "feedback" in form of short text messages during battle.


Bud- 0.68.025. 011 (jeff001@megsinet.net)
-fix for combat miss generated arrows and bolts not decaying
-sound effect for arrow misses should now work correctly
-revamp of magery damages, both npc and pc, using a more unified formula thats easy to
tweak, along with formula made lots of needed damage changes.(I plan on fine tuning damage
after i recieve some input from shards).

Tao - 0.68.025.012 (kolourz@gte.net)
-optimized sphere of influence loop-checking
-fix: monsters now 'wander freely' when in the player's
 sphere of influence.
-modularized/randomized combatonfoot & combatonhorse:
	combatonfoot now plays more than one combat animation
	for the appropiate weapon type held by player.
	combatonhorse was just modularized as there seems to
	only be one good animation depending on weapon.
-combat.cpp: with the new modularized combat animation
 functions only these functions need to be called to play an
 animation combat sequence.
-fix: replaced a combat message.
-tweaked the main's sleep function in the loop to 40 (from
 50) as a some reported a slight jerkyness on lowbandwidth
 connections to the server.
-i did not inline (_inline) any functions. therefore, it is
 up to the dude (or dudete) who compiles the code to deceide
 what to and not to inline, depending on their coding style.

SpaceDog - 068.025.012a
- compiled the souce from 068.025.12
- added decay to carved items (feathers, raw ribs, hides, fur & unspun wool).

Bud- 0.68.025.013 (jeff001@megsinet.net) 
-added both Tao's fixes for combat animation(on and off horse)
-added Tao's fix for Wrestling skill not going up
-added Spacedogs fix to Tao's fixes to reinable npc animation in combat
-added Spacedogs fix for EV's being considered bank box's
-added a fix for combat not doing damage to players( an if combat, changed to if combat=1)
-added a change to parry reduced damage, 50% of damage reduced is now randomly calculated.

TANiS - 0.68.025.014 (tanis@mediacom.it)
- Fixed client crash bug in impowncreate()
- Fixed the bad horse corpse bug (I thought someone already corrected it)
- Added Teleporting Guards code (NPCAI 0x40)
- Fixed walking() to avoid stall if bad parameters are passed to function seekmulti()
- Fixed pile amount count bug in pack_item()
- Fixed checktempeffects() to avoid bad characters numbers. This avoid a lot of instances of
  character data corruption and should fix some of the trading troubles.

TANiS - 0.68.025.014a (tanis@mediacom.it)
- Fixed division by zero bug when fighting with bare hands.

TANiS - 0.68.025.015 (tanis@mediacom.it)
- Added Logging Functions for hunting bugs LogMessage, LogWarning, LogCritical (use them! :))
- Added performance profiling. Press 'P' to see some stats from the console. (Not working under
  LINUX yet)
- Added "who" ('W' key from the console) to see who's logged on.
- A note: NPCAITYPE 0x40 is RESERVED for teleporting guards. Do not add any npc with such
  NPCAITYPE because it would get removed instantly. Teleporting Guard are still being worked on
  so if you need standard guards use NPCAITYPE 0x04 instead.
- Reformatted combat() section to make it readable
- Added two new files debug.cpp and debug.h
- Fixed makemenutarget() to take into account HIDAMAGE, LODAMAGE, DAMAGE&ATT, skill level of
  the item creator, DECAY, HP, STR.
- Fixed TACTICS not going up during combat. (Bud)
- Updated makefile to reflect debug.cpp addition and packaged everything with Script v20a

Friend(Brother Kane) - 0.68.025.016 - Cannons/And some addons

- I have added the cannon code into this: 
- First of all you need to create a cannon
- Next all you need to do is load it( Load the cannon by simply dbl clicking on the cannon
ball (0e 73), and it will ask you what cannon to load. Then just click on cannon. 
-Well, the cannon damage is based on your tactics skill. Since their is no cannon skill. ;(
You can dodge the cannon ball if your parry is high enough(kind of like magic resist.
-  Ok if you want to make a cannon from scratch this is what you have to do:

	-  You need atleast a 700+ skill in smithy and have 250 ingots.
	- When you finally  make a cannon, you'll recieve a cannon deed in your backpack.
	- The you have to place it somewhere, sell it, or place in a safe place(bank).
		- Just simply dbl click on the deed and click the place you want to place it.
		- I have added this all in the items and create script file.  Make sure you have it in your dir!  
		- Ohh forgot, yes you can make cannon balls too!  I think I have them set at 10 ingots each! ;)
- Alot more to it, but i am releaseing this fast because people wanted it, and i want to get back
to more coding. Thanks! 
- Now when you cook your raw ribes on the fire, you get cooked ribs, NOW YOU CAN EAT THEM! Cooking skill also!
- Some of my cooking is in here also! Finishing the rest! Alot of Ingreds! 
- Also when you make a bag of flour it is openable and closable! Also added some items usable in here
by dbl clicking on it. Just a sample! 
Well this is all for now! Like I said I have been down with the Flu, and feel like crap, so i put
this in fast, and trying to fig out the Static maving effect from an onject, if you can help me, I would be very happy! 
Thanks!

TANiS (tanis@mediacom.it) - 0.68.025.016a
- It's exactly the same as 016 in functionality. I just modified debug.cpp and debug.h to
  compile it under Linux with no troubles.


Vagrant (vagrant@ctel.net - 0.68.025.017

Tailoring Fixes!:
- Spinning wool now makes yarn, and not thread.
- Spinning cotton now makes thread and not yarn.
- Sewing kit is now used for both cloth and hides.
- Hides and cloth are now consumed properly.
- You can now use all types of folded cloth for material, not just one. 
- New create.scp included (one from UOXScript20a was messed up for versions other than the TeamUOX build)
- A few redundant functions related to tailoring were merged.
- Removed void cut() because nothing uses it and it was not even defined.
- Fixed various typos and misspellings, and probably added some.  :)

 Also:
- Added McCleod's titles fix from 0.68.025.009b (which was omitted in recent versions).
- Modified defines in debug.h to help mingw32 compile correctly.
- Brought back the other Makefile, let's keep it that way.  :)

=============================================================================================================================================

UOX3 v0.68.025.018 by Sir Joseph (sirjoseph@dzonline.com) - 9/26/98

Fixes:
 - Doors-autoclose fix (by SpaceDog, spacedos@mail1.stofanet.dk)
 - Horse sound for Lizardman fix (by Vagrant, vagrant@ctel.net)
 - Campfire light-type fix (by Vagrant)
 - Mining bug fix(ore stack problem fix, by Anthracks, fred1117@tiac.net)
 - Fixed "living" time for summoned creatures (by Friend)
 - Fixed status window update for /fullstats
 - Re-implemented fix for /setspattack (sigh)
 - "Ultima Offline ExperimMiner" fixed
 - You can no longer die if you are allready dead :)
 - Fixes for combat:
   - NPCs not fighting anymore after fighting (killing) one creature fixed
   - NPCs will now automatically attack anyone who is hitting them (fixes NPCs standing there doing nothing while they are getting killed)

Modified stuff:
 - GM Title is obtained at 1000 skill(100.0), not 980(98.0)
 - Tweaks/Changes to Blade Spirits and Energy Vortex (damage, BS was making more damage than EV, added poison and changed stats)
 - Changed "You feel yourself resisting magical energy." to "You feel yourself resisting magical energy!" ;)
 - You now need to shove NPCs in order to walk thru them. Also, when shoving
   something invisible, you now don't get the creature's name
 - Snooping Karma loss is now capped(if snooping would be enabled..:)
 - Message for when "(petname) transfer" is done
 - "VALUE 0" lines at the world file are no longer saved. This should drastically reduce the world file size
 - SPATTACK now uses caster mana
 - Summoned creatures now dissapear when you release them
 - Much better(almost completely rewrote it ;) NPC 0x40 type Guards:
   - Teleport effect added, and they now also yell "Thou shalt regret thine actions, swine!" :)
   - Guard now goes after attacker, not defender
   - Various guards are now allowed. With the old code only 1 guard would appear for the whole shard
   - Guards will no longer attack invulnerable players
   - If a Guard is attacked by someone else other than his target, he will retain his original target
   - If a Guard's target runs away the guard will teleport close to his target and yell "Halt, scoundrel!", unless the target is out of guard region
   - Guards will now attack evil NPCs
   - Guards can now be both male or female :)
   - spawnguards() is now called from attack, not combat, and int spawnedguards is gone
   - After killing their target, and before dissapearing, Guards walk around a bit and turn their AI to attack-evil(4).
   Please keep in mind that guards may be better now but they are still NOT PERFECT.

New features:
 - Advancement Objects. Player can walk thru one of this objects (only once per character)
   and gain skills/stats (defined at advance.scp). /TYPE 80 and MOREX is script section.
   Script allows to use all skills and stats.
 - Poison creatures. New line for NPC scripts, "POISON x" (x = poison level). There is a %33 chance (1 out of 3)
   that the creature will poison his target when it hits. 4 Levels of poison, lesser poison, poison,
   greater poison and deadly poison.
 - /setpoisoned, /setpoison, /setadvobj and /setspdelay commands
   (/setpoisoned 0 will cure the target, /setadvobj was made for advancement objects testing purposes)
 - Nightsight, Cure and Poison potions are now working
   Chances to cure poison with cure potions:
    -Lesser cure: %80 chance lesser poison, %40 poison, %20 greater poison, %5 deadly
    -Cure: %100 chance lesser poison, %80 poison, %40 greater poison, %20 deadly
    -Greater Cure: %100 chance lesser/normal poison, %80 greater poison, %60 deadly
 - GMs now can also handle the Counselor queue (by Anthracks)
   The new commands are /CQ, /CNEXT, and /CCLEAR the same as the ones a GM
   normally uses except preceeded by a C to show they are for the counselor
   pages.
 - Cotton picking.  Just double click a cotton plant to get cotton. (by Vagrant)
 - Mining regions.  Sections 253 and 254 of regions.scp are RESERVED FOR MINING. (by Vagrant)
   Please don't change the section numbers.  Section 253 is intended for out of town mining areas.
   Section 254 is intended for in town mining areas.  To add other area's to mine, simply add the 
   coordinates to the end of the section.  
 - Added command '/minecheck i' to change the minecheck setting in game. (by Vagrant)

Scripts stuff:
 - Added new specification in server.scp:  "MINECHECK i".  Where 'i' is the type of check to perform.
   0 = no check (you can mine anywhere), 1 = you can only mine off cave floors, 2 = you can only 
   mine in specified regions. (by Vagrant)
NPC.SCP:
 - (new, NPC 691) Lesser Fire Elemental, pretty weak, only uses fireball
 - Fire Elemental now haves different stats, and only uses only fireball, explosion and flamestrike
 - (new, NPC 692) Fire Lord, tough, uses fireball, flamestrike and %20 source health physical fireball
   (I just wanted to change FE..:)
 - Snake, Giant Spider, Giant Scorpion, Giant Serpent and Poison Elemental now use poison

=============================================================================================================================================

UOX3 v0.68.025.019 by Sir Joseph (sirjoseph@dzonline.com) - 10/3/98

Fixes:
 - Fix for Gates (hehe check your code after merging it, Vagrant :)
 - Fix for getting the wrong message by drinking a cure potion if you were not poisoned
 - "Vendor Sell" client lock-ups should no longer happen
   * Feedback needed on this one :)
 - Fix for Inscription, Alchemy (by Bud)
 - Put the right sound on the Lizardman with spear, (it was supposed to be fixed in version 025018 but I forgot there was 2 switch(id2) in void playmonstersound .... sorry Sir_Joseph, by SpaceDog)
 - Added minecheck fix (by Vagrant)
 - Fix for Newbie items not being stackble (by Vagrant)
 - Mining regions can now be placed within other regions (by Vagrant)
 - Fix for the miner paperdoll crash (by Anthracks)

Modified stuff:
 - Magery tweaked, changed: Harm, Fireball, Lightning, Energy bolt, Explosion and Flamestrike damage, better # of HPs healed
   calculation for Greater Heal
   * I need some feedback on this one too :P
 - Commented out the "UOX3: Sendbpitem bug. Item not in container." message as it was very annoying :)
 - "Townstone" now uses type 35 instead of an ID
 - Defender no longer learns attacker's combat skill. I commented out this as it was a "kinda ugly learn-from watching wannabe feature" IMHO ;)
 - Changed the ingots HEX from 1B EF to 1B F2 looks nicer when they pile (by SpaceDog)
 - Changed poison text, sow that it now shows with red text when you have been poisoned (by SpaceDog)

New stuff:
 - New Fame/Karma gain system, more like OSIs. This way it should be much harder to raise your reputation to high levels.
   (no more Glorious Lords from killing rats :P)
   * SCRIPT WRITERS NEED TO UPDATE NPC.SCP. A Lich Lord, for example, should have around 12000 Karma/fame
   * And more feedback needed here! :)
 - Damage Objects (type 85), every time a character walks over one of this (includes changing direction for now), it will
   make "item[x]+a random number between item[y] and item[z] damage". Example, place a flamestrike animation object on ground,
   /settype 85 on it and /setmorexyz 10 10 25. This will make 20-35 damage every time a character walks thru it.
 - Added "poisontxt" timer, so the poison message won't spam
 - Added some basic teleport check, you now cannot teleport to static blocking tiles (ie walls) unless you are a GM
 - Item use timer (delay, "You must wait to perform another action.", does not apply for GMs)
 - "Combat Hit Message" (ie: "Stunning blow to your Head!") can now be turned off
   (defined on server.scp, COMBAT_HIT_MESSAGE 0 is off, 1 is on)
 - Added new Tailoring function (by Vagrant)
 - Added goldmining back in code, this was left out since version 025.007 (made by Hunter, added by SpaceDog)
 - Changed gold ore a gold color insted of ordinary iron ore color :) (by SpaceDog)
 - You can now mine cave walls too :) (by SpaceDog)
 - Made more items created from code decay "I actually think we are lucky if the code doesn't decay now :)" (by SpaceDog & Bud)
 - Alchemy now creates an empty bottle :) (by Bud)

Script stuff:
NPC.SCP
 - Changed the City Guards to use SECTION NPC 1000 & 1001, so if you use another script then The Script Teams you don't have to alter it, just add NPC 1000 & 1001 and set npcai to 4 (by SpaceDog)

=============================================================================================================================================

