Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Added NOREJOIN tag for corpses #1318

Merged
merged 3 commits into from
Nov 27, 2024
Merged

Conversation

canerksk
Copy link
Contributor

@canerksk canerksk commented Oct 25, 2024

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

canerksk and others added 3 commits October 25, 2024 16:21
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.
@cbnolok cbnolok merged commit 35f665f into Sphereserver:dev Nov 27, 2024
5 of 6 checks passed
canerksk added a commit to canerksk/Source-X that referenced this pull request 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]>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants