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region.tag (t_multi) #1228

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Steinny opened this issue Apr 7, 2024 · 5 comments
Open

region.tag (t_multi) #1228

Steinny opened this issue Apr 7, 2024 · 5 comments

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@Steinny
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Steinny commented Apr 7, 2024

im use command ".xregion.tag.forsale = 1" on t_multi of house
.xshow region.tag.forsale return 0

im use command ".region.tag.forsale = 1" in house area
.show region.tag.forsale return 1

.xshow region.uid and .show region.uid return equal

.xshow region.name return "name" of t_multi
.show region.name return "name of region (name of t_multi)" like Mainland (Wizard Tower)
i dont know why this work like that

in sphere ini
AreaFlags=02

and i checked if i do .region.tag.forsale = 1
in taglist on t_multi tag.forsale does not appear

and another wish
when command .region.tag.forsale
sphere server should send a reply message

@xwerswoodx
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Because you are using it wrongly, t_multi is become a region after you placed the house, so basically you are trying to get REGION of the REGION? It makes no sense. If you want to save any variable to the region, you need to use REGION.TAG on real region, not the house itself. Or if you want to save a tag on house, you need to use TAG.FORSALE directly instead of calling the region.

For example if you want to add TAG.FORSALE for house multi, you need to use

REF1=<REGION.UID>
REF1.TAG.FORSALE = 1

then if you want to read it you need to use

REF1=<REGION.UID>
SYSMESSAGE <REF1.TAG.FORSALE>

But

REF1=<REGION.UID>
REF1.REGION.TAG.FORSALE = 1

Basically in code, you are trying to do it in this way, even if you try to check t_multi's region with REGION.ISITEM you will see it will return as "1", while normal REGION never gives an answer for it. If you want to put a tag on t_multi, just use TAG.FORSALE not REGION.TAG.blabla. Or if you want to place a tag on the region, you need to get real region from multi which returns "Mainland (Wizard Tower)" and put the tag on it, there are so many ways to get it, it depends on you to choose which way to use.

@Steinny
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Steinny commented Apr 7, 2024

in my defense, I will say that I study the scripts that come with the sphere X.
and I asked this question in discord

@xwerswoodx
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Honestly I don't remember how was it in older version of sphere but as I remember it was always like this, maybe I misremember but it can be script-side issue, or we may set region of the multi as a main region, so region could be used on multi.

xwerswoodx added a commit to xwerswoodx/Source-X that referenced this issue Apr 8, 2024
Fixed: Missing REGION reference for multis. (Issue: Sphereserver#1228)
@xwerswoodx xwerswoodx self-assigned this Apr 8, 2024
@Steinny
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Steinny commented Apr 9, 2024

I agree with this logic in scripts, but not when I do it manually in the game.

@xwerswoodx
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I've already sent a fix for it, it seems like REGION reference missed for multis so with a pr build it should work fine.

@xwerswoodx xwerswoodx added this to the X1 milestone Apr 9, 2024
cbnolok pushed a commit that referenced this issue Apr 28, 2024
* Fix crafting (#1190)

* Added .editorconfig (#1188)

* Fix Issue #1191 CANMASK not being saved on server reboot (#1192)

* Fix target cancelling upon death (#1186)

* Feature/meditation fail movement (#1184)

* Fix herding dupe char (#1185)

* Editable DispID for chars  (#1178)

* Fix issue #1097 (CAN_O_NOSLEEP not working after server reboot) (#1198)

* Fixed: The issue that causes more1/2 not saved correctly for spellbook. (Issue: #1221)

* Fixed: Players automatically become criminal to everyone when attack someone. (Issue: #1213)

* Fixed: CallGuard not working correctly on the players that only criminal for target. (Issue: #1213)

* Fixed: The wrong input of Kill trigger, to make it compatible with older sphere versions. (Issue: #1210)

* Added: New Layer LAYER_STORAGE (80) to let scripters create their own storage system on chars. (Issue: #1209)
- Only t_container and t_container_locked can be equipped to this layer.

* Changed: Decay time removed from spawned items. (Issue: #1218)

* Added: New spellflag SPELLFLAG_FIELD_RANDOMDECAY to randomize field tile decay time, like old sphere versions. (Issue: #1169)

* Changed: SERV.LOG command changed to support console colors. (Issue: #1158)

* Added: Sphere.ini setting CanPetsDrinkPotion (true in default) to make pets drink potion when their owner drop it on it. (Issue: #1147)

* Fixed: Missing fCheckOnly checks block the taming skill. (Issue: #1219)

* Added: New trigger @drink added for characters. (Issue: #1162)

* Added: New trigger @AFKmode added for characters. (Issue: #1161)

* Added: New trigger @reveal added for characters. (Issue: #1157)

* Added: New triggers @ArrowQuest_Add and @ArrowQuest_Close added for characters. (Issue: #1116)

* Added: New function triggers f_onaccount_block and f_onaccount_unblock. (Issue: #1156)

* Added: New function trigger f_onserver_broadcast. (Issue: #1145)

* Added: Two new LOCAL variables ItemPoisonReductionChance and ItemPoisonReductionAmount to @hit trigger. (Issue: #1159)

* added: MAGICF_REACTIVEARMORTH (010000) MAGICF flag to Sphere.ini to let people decide if reactive armor should reflect two handed weapons.

* Fixed: Possible fix for accesses and bans not loading for multis. (Issue: #1223)

* Fixed: Possible fix for wrong damage calculation of slayer bonus damage. (Issue: #1179)

* Added: REGION_FLAG_HOUSE (0x0100) flag for houses. (Issue: #1154)

* @Murdermark Update
Added: ARGO object for @Murdermark trigger to get killed character.

* @RegionResource Fix
Fixed: ARGN1 (reap amount) doesn't updated depends on the amount left on bit. (Issue: #1224)
Added: ARGO to get bit uid under @ResourceGather and @RegionResourceGather triggers.

* Multi Invalid Region Fix
Fixed: Possible fix for the OnRegionTrigger getting called on invalid region while multi creating/removing.

* CAN Flags DWORD to UINT64
Changed: dword CAN flags changed with uint64 to increase limits.

* Fixed: Possible fix for chat debugs. (Issue: #1212) (Issue: https://discord.com/channels/354358315373035542/483721253773901824/1224030729906815077)

* Added Missing Data to sphere.ini

* t_crop update
Added: "MOREX" key to set amount of fruit given when the crop ripped.
Changed: Now @create trigger called when crop grow to let people to change MORE values in stages if needed.
Added: @ResourceTest trigger added for crops. (This trigger works seperately for every stage)
Added: @ResourceGather trigger added for crops. (This trigger works seperately for every stage)

* Fixed: Possible fix for invalid ResourceID warnings. (Issue: #1071)

* Fixed: Missing REGION reference for multis. (Issue: #1228)

* Elemental Engine Flags
Added: ElementalEngineFlags variable added to sphere.ini to let servers to filter elemental engine. (Issue: #1230)

* Custom Multi Count
Fixed: An issue that causes T_MULTI_CUSTOM keep multi count saved. (Issue: #1232)

* Fixed: Bonded pets cannot see their master while DeadCannotSeeLiving equals to 2. (Issue: #1225)

* Standard Guild Align Fix
Fixed: The issue that causes Guilds without align shown enemy to the players with a guild with align. (Issue: #1208)

* GMs Dress Players
Fixed: GMs cannot dress up players. (Issue: #901)

* GM unequip fix
Fixed: Wrong check block GMs to unequip item from players.

* Custom Hosing Fix
Fixed: An issue that causes a visual bug to remove all tiles while removing a tile in higher floors. (Issue: #345)

* Merged Jhobean's Pr
Merged Jhobean's EMOTEF_EAT PR and split EAT flag for npcs and players. (PR: #1207)

* @hit and @GetHit as Item Triggers
Added: Trigger @hit is added as an item trigger.
Added: Trigger @GetHit is added as an item trigger.

* Visual Range Update
Added: MAPVIEWRADAR, MAPVIEWSIZE and MAPVIEWSIZEMAX to sphere.ini that overrides default visual range values. (Issue: #1144)

* H keyword for Hexadecimal returns
Added: 'H' shortcut for variables to get the value as hexadecimal.

* raydienull's LAYER_STABLE PR merge
- Merged: raydienull's LAYER_STABLE build merged, but LAYER_AUCTION keep same as LAYER_STABLE added as a new layer. (PR: #1201)
- Fixed: raydienull's LAYER_STABLE follower triggers doesn't called while taking pet out of stable.
- Fixed: raydienull's LAYER_STABLE doesn't work with the new follower system.
- Removed: Unnecessary LINK == PLAYER checks as figurines will be stocked on the owned player.

* c_man_gm
- Fixed: Setting GMs dispid to c_man_gm in-game, prevents GMs to use in-game commands.

* NPC Hear Distance
- Changed: Default NPC hear range reverted back to the 14 from 4, as it was 14 in older versions, as there was no reason for changing it. (Issue: #1215)

* CCChampion Rework
- Fixed: Candles keep stuck while killing npcs. (Issue: #564)
- Fixed: LEVELMAX doesn't affect the max level of champion system, and keep spawn npcs for default max level.
- Changed: Spawn system changed and now it automatically calculate the percentage of spawns per level in descending order.
- Changed: Candle calculation is now depend on max level, instead of static 4 level.
- Added: SRC added in @start trigger. SRC is a reference of player that starts champion spawner.
- Added: @complete trigger that triggers when champion completed. (Issue: #477)
- Added: @DelRedCandle trigger that triggers while red candle removing.
- Added: @DelWhiteCandle trigger that triggers while white candle removing.
- Added: @Level trigger that triggers when champion level up.
- Added: @Stop trigger that triggers when champion stopped.

* T_MULTI_ADDON Fix
- Fixed: Script multis move 1 block north when their type set as t_multi_addon. (Issue: #1238)

* ADDCOMPONENT
- Fixed: ADDCOMPONENT command was added as ADDCOMP for houses.

* Reactivated Hardcoded Fishing Skill
- Changed: Re-activated 56b style hardcoded fishing system, as I don't know why it's deactivated as softcoded system too bad and broken.
	- Fishing skill in default script pack should updated.
	- Delay should set to 2.5-3.0
	- All softcoded system should removed.
	- If anyone want to code their own fishing system, they can use SKF_SCRIPTED.

* EF_DAMAGETOOLS Update
- Added: EF_DAMAGETOOLS flag implemented to the sphere.
	- Added LOCAL.ITEMDAMAGECHANCE to the @success trigger for skills to decide damage chance for tools. (Default: 25)
	- Added LOCAL.ITEMDAMAGEAMOUNT to the @success trigger for skills to decide damage amount. (Default: 1)
	- EF_DAMAGETOOLS only affects the skills with SKF_GATHER flag.

* m_ridFruitOverride CAN_I_SCRIPTEDMORE update

* SPELLFLAG_NOUNPARALYZE
- Fixed: SPELLFLAG_NOUNPARALYZE flag wasn't working as intended.
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