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Merge dev to master#1344

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raydienull merged 7 commits intomasterfrom
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Dec 4, 2024
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Merge dev to master#1344
raydienull merged 7 commits intomasterfrom
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raydienull and others added 7 commits December 2, 2024 15:20
* 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

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Co-authored-by: cbnolok <cbnolok@gmail.com>
Checked if the char is onhorse or you can't pass under some roofs even on foot (Issue #1329)
@raydienull raydienull merged commit 20da698 into master Dec 4, 2024
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4 participants