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"Do not try to retrieve the current git revision. Useful for building source not git-cloned from Github."
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FALSE
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)
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if(WIN32)
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option(WIN_SPAWN_CONSOLE "Spawn an additional console, useful for debugging."FALSE)
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if(MSVC)
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option(WIN_GENERATE_CRASHDUMP "For non-Debug builds, add Windows Structured Exception Handling and generate a Crash Dump if a fatal SE is thrown."FALSE)
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endif()
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endif()
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option(CROSSCOMPILE "Are we compiling for a different target architecture?"FALSE)
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option(
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RUNTIME_STATIC_LINK
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"Statically link inside the executable the runtime libraries? (MSVC, libc/libcc, libstdc++)."
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FALSE
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)
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option(CMAKE_EXPORT_COMPILE_COMMANDS "Export compiler commands to compile_commands.json"TRUE)
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set(CMAKE_LINKER_TYPE "DEFAULT"CACHESTRING"Linker to be used for the linking step.")
option(WIN_SPAWN_CONSOLE "Spawn an additional console, useful for debugging."FALSE)
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if(MSVC)
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option(WIN_GENERATE_CRASHDUMP "For non-Debug builds, add Windows Structured Exception Handling and generate a Crash Dump if a fatal SE is thrown."FALSE)
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endif()
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endif()
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-
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if(NOTMSVC)
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option(USE_COMPILER_HARDENING_OPTIONS "Enable compiler (even runtime) safety checks and code hardening."FALSE)
Copy file name to clipboardExpand all lines: Changelog.txt
+62-27Lines changed: 62 additions & 27 deletions
Original file line number
Diff line number
Diff line change
@@ -3957,34 +3957,36 @@ Added: 'H' shortcut for variables to get the value as hexadecimal.
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LOCAL.ReflectDamage (r/w) = The amount of damage that will be reflected to this other party
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LOCAL.ReduceDamage (r/w) = Amount to be deducted from damage received
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LOCAL.DamageType (r/w) = Type of damage received (Default: DAMAGE_FIXED andDAMAGE_REACTIVE)
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NOTE;
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1. If no ReflectDamage or ReduceDamage values are entered, the system defaults to the Reactive Armor Effect value.
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NOTE:
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1. If no ReflectDamage or ReduceDamage values are entered, the system defaults to the Reactive Armor Effect value.
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2. No damage amount can be less than 1.
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4-12-2024, canerksk
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- Fixed: Sphere crash troubleshooting if a player has no CHATNAME value and remove a channel.
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6-12-2024, canerksk
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-
- Added: Added LOCAL.WOPTalkMode in @SpellCast trigger and ini setting WOPTalkMode.
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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
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Default talk mode: TALKMODE_SPELL = 10
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Sphere.ini;
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WOPTalkMode=0/14
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Trigger;
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@SpellCast
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Local.WOPTalkMode=0/14
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-
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TALKMODE_SAY = 0 // A character speaking.
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TALKMODE_SYSTEM = 1 // Display as system prompt
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TALKMODE_EMOTE = 2 // *smiles* at object (client shortcut: :+space)
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-
TALKMODE_ITEM = 6 // text labeling an item. Preceeded by "You see"
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TALKMODE_NOSCROLL = 7 // As a status msg. Does not scroll (as reported by the packet guides)
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TALKMODE_WHISPER = 8 // Only those close can here. (client shortcut: ;+space)
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TALKMODE_YELL = 9 // Can be heard 2 screens away. (client shortcut: !+space)
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TALKMODE_SPELL = 10 // Used by spells
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TALKMODE_GUILD = 13 // Used by guild chat (client shortcut: \)
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TALKMODE_ALLIANCE = 14 // Used by alliance chat (client shortcut: shift+\)
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- Added: LOCAL.WOPTalkMode in @SpellCast trigger and ini setting WOPTalkMode.
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In some clients, different operations can be performed based on this. For example, if this talk mode was sent from Sphere as TALKMODE_SPELL, the operation is performed according to the client version. The possibility of changing the talk mode according to the client version used is now provided. By default, TALKMODE_SPELL.
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+
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Default talk mode: TALKMODE_SPELL = 10
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+
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Sphere.ini:
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WOPTalkMode = 0/14
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+
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Trigger:
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@SpellCast
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Local.WOPTalkMode = 0/14
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+
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TALKMODE_SAY = 0 // A character speaking.
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TALKMODE_SYSTEM = 1 // Display as system prompt.
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TALKMODE_EMOTE = 2 // *smiles* at object (client shortcut: :+space).
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+
TALKMODE_ITEM = 6 // Text labeling an item. Preceded by "You see".
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TALKMODE_NOSCROLL = 7 // As a status message. Does not scroll (as reported by the packet guides).
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+
TALKMODE_WHISPER = 8 // Only those close can hear. (client shortcut: ;+space).
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+
TALKMODE_YELL = 9 // Can be heard 2 screens away. (client shortcut: !+space).
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TALKMODE_SPELL = 10 // Used by spells.
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TALKMODE_GUILD = 13 // Used by guild chat (client shortcut: \).
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TALKMODE_ALLIANCE = 14 // Used by alliance chat (client shortcut: shift+\).
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08-01-2025, DavideRei
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- Fixed: NPC FLEE action didn't work because it was using action target (empty) instead of fight target
@@ -3997,18 +3999,51 @@ Added: 'H' shortcut for variables to get the value as hexadecimal.
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Serv.Log <DLOCAL.DoorAutoDist>
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Local.DoorAutoDist=10
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4000
-
28-02-2025, cbnolok
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+
28-02-2025, Nolok
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- Fixed: failing assertion if targeting a non-corpse object when casting Animate Dead spell.
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09-03-2025, cbnolok
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09-03-2025, Nolok
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- Fixed: If Giant Spiders and Fire Elementals are denied going into sleeping state into a sleeping sector, their dropped items (ie. i_spider_web) went into sleeping state and didn't decay, leading to accumulation (partial fix for Issue #1249).
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Also, stamina wasn't consumed, thus NPCs had no limit in placing those items.
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-
11-03-2025, cbnolok
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+
11-03-2025, Nolok
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- Added: log message with informations about the newly created object, if just placed in a sector exceeding complexity threshold.
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-
15-03-2025, cbnolok
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+
15-03-2025, Nolok
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- Fixed: when using the ini setting ItemTimers=1 (enabling items to tick even if inside a container), the items kept ticking even after a char logout.
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- Fixed: when using the ini setting ItemTimers=1, items ticked on npcs ridden by a disconnected char.
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-
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22-04-2025, Mulambo
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- Added ini settings:
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// Display more bounce messages when drinking potions, fishing, crafting etc. (Old sphere behaviour).
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VerboseItemBounce = 0 // (default)
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+
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22-04-2025, canerksk
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- Added: New item function, CARVECORPSE: carves a corpse with SRC = char carving the corpse.
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- Added: New ini RevealFlag setting REVEALF_ONHORSE, to allow or disallow stealth walking if you are on a mount.
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- Added: new ini CombatFlags setting COMBAT_ATTACK_NOAGGREIVED.
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+
In the old behavior (55i/55r/56b/56c) we were not guilty when we hit a murderer. Now when we attack a criminal or murderer we are guilty towards that person. An ini setting option has been added for this behavior. Although this is a normal behavior in OSI, it can be perceived as a problem since not every server designs games like OSI.
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+
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+
03-05-2025, Nolok
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+
- Changed: Retrieving the MORE1/2 of items with the flag CAN_I_SCRIPTEDMORE will always return the raw numerical value.
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This allows using the full numerical range available.
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+
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03-05-2025, canerksk (from PR #1319), Nolok
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- Added: New optionflag OF_PetBehaviorOwnerNeutral.
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If this setting is enabled, pets you own will appear to you with the original noto (pre-taming, old behavior). If this setting is not enabled, the assets you own will always appear natural to you. This setting only applies when the owning character is looking at the asset they own. It does not apply when someone else is looking at the asset you own.
Support for the old 0.56b NPC movement formulas with: OF_NPCMovementOldStyle ini setting and TAG.OVERRIDE.MOVESTYLE (to override the behavior for a single character).
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With that formula, among the other things, char MOVERATE property and TAG.OVERRIDE.MOVERATE will return to be the percent modifier of the speed of the NPC - the higher it is, the slower will the NPC be. Default is 100.
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+
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+
04-05-2025, Nolok
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+
- Fixed: spell or skill defname reading from an object property.
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When setting a property like MORE to the a spell or skill defname, trying to read it returned back the resource index (like the spell number) instead of the defname (Issue #1397)
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05-05-2025, Mulambo
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- Added: new command line switch `-I=/path/to/ini/`
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Allows you to define path to folder with ini files. Usable, when you want to separate binary from configuration or when running Sphere as Windows service (since services are usually run in C:\Windows\System32).
- Added: NPCWanderingLookAroundChance ini setting and TAG.OVERRIDE.LOOKAROUNDCHANCE.
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It allows to change the chance that a wandering NPC will analyze its surroundings for the current step. This also means that the trigger @NPCLookAtChar will fire more frequently.
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