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29-04-2016, Coruja Fixed: Invisible (statf_invisible) chars not being revealed when others chars walk over him. #65

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azmanomer opened this issue Jun 27, 2016 · 5 comments

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@azmanomer
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Can you make this optinal so we can change it?
0a1d3cd

@azmanomer
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else if ( pChar->IsStatFlag(STATF_Hidden) )
{
sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_HIDING_STUMBLE), pChar->GetName());
pChar->Reveal(STATF_Hidden);
}
else if ( pChar->IsStatFlag(STATF_Invisible) && !(g_Cfg.m_iRevealFlags & REVEALF_ONSTEP) )
{
sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_HIDING_STUMBLE), pChar->GetName());
pChar->Reveal(STATF_Invisible);
}

idk is it correct but this can help i guess and adding REVEALF_ONSTEP setting to sphere.ini

@coruja747
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I dont know if I undertood correctly, but you're suggesting an new flag to add on RevealFlags .ini setting?

@azmanomer
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yep.

@coruja747
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that's easy to do, but honestly I think that RevealFlag is a bit non-standard, because some reveal flags reveal both statf_hidden + statf_invisible, some flags will reveal only statf_hidden, and some flags won't reveal at all

so to prevent it keep growing with more flags acting different from each other, maybe it's a good idea replace RevealFlags with another setting more customizable, like split all these flags into individual settings, allowing the user select the flags to be revealed on each action

eg:

RevealWhenLooting = statf_hidden
RevealWhenCastSpells = statf_hidden|statf_invisible
RevealWhenWalkThrough = statf_invisible
RevealWhenSpeak = (empty) // <-- don't reveal

@azmanomer
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y i aggre with this it ll be better as u say :) but i dont think there will be more flags about invisibility.

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