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Added NOREJOIN tag for corpses #1318
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If the NOREJOIN tag is one, the player cannot come back to life on that corpse. That is, the player comes back to life but not on the corpse. This tag does not prevent the player from coming back to life, it just prevents them from respawning on that corpse. The player always comes back to life, but not on that corpse.
canerksk
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Dec 20, 2024
* Memory OnTick link char if not, the skill will not fail. If the memory owner is not present, skills do not fail when taking damage, but if the memory owner is alive, skills fail when taking damage. Tested. * The entity was jumping frames in flooded pet commands (come, guard) * ITEMMEMORYEQUIP is not triggered in many default memories. Previously, many memories did not have morex information, but now for some reason many memories have morex information and for this reason the trigger was not triggered in almost most of the memories, the morex query was removed. Also, the slang did not represent the memory item, * bank hear fix (Sphereserver#1332) If you are around an entity that you own and you are trying to open a bank next to a bank, the "bank" command is perceived as a pet command and the bank does not open. There is no problem when you type "bank" after mounting the mount, but "bank" does not work when you dismount. (Issue Sphereserver#1331) tested. * Added NOREJOIN tag for corpses (Sphereserver#1318) * Added TAG.NOREJOIN tag for corpses If the NOREJOIN tag is 1, the player cannot come back to life on that corpse. That is, the player comes back to life but not on the corpse. This tag does not prevent the player from coming back to life, it just prevents them from respawning on that corpse. The player always comes back to life, but not on that corpse. * Fixed MacOS compilation error Caused by changes in mariadb-c-connector homebrew packaging. * RANGE is complete for skills with distance query All skills that have a distance query have been adjusted to take the RANGE values of that skill. * Add support for delay explosion spell * Add T_FLETCHING type to open bowcraft menu * t_multi_addon redeed fix (Sphereserver#1314) * New trigger @HitReactive (Sphereserver#1317) * New trigger @HitReactive - Added: New trigger @HitReactive Reactive Armor plays a key role in the action mechanism and is currently under very fixed rules. It has been added as a new trigger with some variables to make it a bit more flexible. @HitReactive Local.Sound (r/w) =Sound ID, If it is blank or zero, no sound is produced. (Default: 01F1) Local.EffectID (r/w) = Effect ID, If it is empty or zero, no effect will occur. (Default: 0374a) Local.Damage (r/w) = This is the more1l, or PolyStr, value coming from the reactive armor spell to i_rune_reactive_armor. LOCAL.RefDamage (r/w) = The amount of damage that will be reflected to this other party LOCAL.RedDamage (r/w) = Amount to be deducted from damage received LOCAL.ReactiveDamType (r/w) = Type of damage received (Default: DAMAGE_FIXED andDAMAGE_REACTIVE) NOTE; 1. If no RefDamage or RedDamage values are entered, the system defaults to the Reactive Armor Effect value. 2. No damage amount can be less than 1. * Local variable name update * changelog update --------- Co-authored-by: cbnolok <[email protected]> * Mount Ceiling Check Fix (Sphereserver#1340) Checked if the char is onhorse or you can't pass under some roofs even on foot (Issue Sphereserver#1329) * Chat system crash fix (Empty Chatname) * Added new local variable in WOPSYSTEM LOCAL.WOPTalkMode and ini settings WOPTalkMode (Sphereserver#1325) * Added new local variable in WOPSYSTEM LOCAL.WOPTalkMode and ini settings WOPTalkMode In some clients, different operations can be performed in return for this, for example, if this talkmode went from sphere as TALKMODE SPELL, the operation is performed according to this incoming talk mode according to the client versions. Here, the possibility of changing the talkmode according to the client version used is given. By default, TALKMODE_SPELL Default talk mode: TALKMODE_SPELL = 10 Sphere.ini; WOPTalkMode=0/14 Trigger; @spellcast Local.WOPTalkMode=0/14 Tested. * initialize the new member variable in the cserverconfig --------- Co-authored-by: cbnolok <[email protected]> * Change "Char" word to "client" and more explicit changelog --------- Co-authored-by: Caner Kılıçoğlu <[email protected]> Co-authored-by: cbnolok <[email protected]> Co-authored-by: Raydie <[email protected]> Co-authored-by: Gladie <[email protected]> Co-authored-by: DavideRei <[email protected]>
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If the NOREJOIN tag is one, the player cannot come back to life on that corpse. That is, the player comes back to life but not on the corpse.
This tag does not prevent the player from coming back to life, it just prevents them from respawning on that corpse. The player always comes back to life, but not on that corpse.
Issue #1292