Added conf option for homunculus idle no share (#4548)
* Added conf option to make characters stop receiving exp/drop from homunculi when they are idle
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@@ -61,3 +61,12 @@ homunculus_S_growth_level: 99
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// Send auto-feed notice even if OFF (Note 1)
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// Official: yes
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homunculus_autofeed_always: yes
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// Is getting exp/item from the homunculus disabled when you're idle?
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// Set to no, or the amount of seconds (NOT milliseconds) that need to pass before considering
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// a character idle.
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// Characters in a chat/vending are always considered idle.
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// A character's idle status is reset upon item use/skill use/attack (auto attack counts too)/movement.
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// You will only receive items if 'homunculus_autoloot' is activated,
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// otherwise they will be dropped on the ground as usual.
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hom_idle_no_share: no
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@@ -8553,6 +8553,7 @@ static const struct _battle_data {
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{ "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
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{ "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
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{ "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
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{ "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
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#include "../custom/battle_config_init.inc"
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};
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@@ -663,6 +663,7 @@ struct Battle_Config
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int mob_nopc_move_rate;
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int boss_nopc_idleskill_rate;
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int boss_nopc_move_rate;
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int hom_idle_no_share;
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#include "../custom/battle_config_struct.inc"
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};
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@@ -2187,7 +2187,7 @@ static void mob_item_drop(struct mob_data *md, struct item_drop_list *dlist, str
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test_autoloot = sd
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&& (drop_rate <= sd->state.autoloot || pc_isautolooting(sd, ditem->item_data.nameid))
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&& (battle_config.idle_no_autoloot == 0 || DIFF_TICK(last_tick, sd->idletime) < battle_config.idle_no_autoloot)
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&& (battle_config.homunculus_autoloot?1:!flag);
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&& (battle_config.homunculus_autoloot?(battle_config.hom_idle_no_share == 0 || !pc_isidle_hom(sd)):!flag);
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#ifdef AUTOLOOT_DISTANCE
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test_autoloot = test_autoloot && sd->bl.m == md->bl.m
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&& check_distance_blxy(&sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE);
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@@ -2654,7 +2654,8 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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job_exp = (unsigned int)cap_value(apply_rate(job_exp, rate), 1, UINT_MAX);
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}
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#endif
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pc_gainexp(tmpsd[i], &md->bl, base_exp, job_exp, 0);
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if (!(homkillonly && battle_config.hom_idle_no_share && pc_isidle_hom(tmpsd[i])))
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pc_gainexp(tmpsd[i], &md->bl, base_exp, job_exp, 0);
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}
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}
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if(zeny) // zeny from mobs [Valaris]
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@@ -2665,8 +2666,9 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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pc_damage_log_clear(tmpsd[i],md->bl.id);
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}
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for( i = 0; i < pnum; i++ ) //Party share.
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party_exp_share(pt[i].p, &md->bl, pt[i].base_exp,pt[i].job_exp,pt[i].zeny);
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if (!(homkillonly && battle_config.hom_idle_no_share && pc_isidle_hom(map_charid2sd(md->dmglog[0].id))))
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for( i = 0; i < pnum; i++ ) //Party share.
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party_exp_share(pt[i].p, &md->bl, pt[i].base_exp,pt[i].job_exp,pt[i].zeny);
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} //End EXP giving.
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@@ -1089,7 +1089,7 @@ void party_exp_share(struct party_data* p, struct block_list* src, unsigned int
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// count the number of players eligible for exp sharing
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for (i = c = 0; i < MAX_PARTY; i++) {
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if( (sd[c] = p->data[i].sd) == NULL || sd[c]->bl.m != src->m || pc_isdead(sd[c]) || (battle_config.idle_no_share && pc_isidle(sd[c])) )
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if( (sd[c] = p->data[i].sd) == NULL || sd[c]->bl.m != src->m || pc_isdead(sd[c]) || (battle_config.idle_no_share && pc_isidle_party(sd[c])) )
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continue;
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c++;
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}
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@@ -1151,7 +1151,7 @@ int party_share_loot(struct party_data* p, struct map_session_data* sd, struct i
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if (i >= MAX_PARTY)
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i = 0; // reset counter to 1st person in party so it'll stop when it reaches "itemc"
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if( (psd = p->data[i].sd) == NULL || sd->bl.m != psd->bl.m || pc_isdead(psd) || (battle_config.idle_no_share && pc_isidle(psd)) )
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if( (psd = p->data[i].sd) == NULL || sd->bl.m != psd->bl.m || pc_isdead(psd) || (battle_config.idle_no_share && pc_isidle_party(psd)) )
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continue;
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if (pc_additem(psd,item,item->amount,LOG_TYPE_PICKDROP_PLAYER))
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@@ -1168,7 +1168,7 @@ int party_share_loot(struct party_data* p, struct map_session_data* sd, struct i
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//Collect pick candidates
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for (i = 0; i < MAX_PARTY; i++) {
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if( (psd[count] = p->data[i].sd) == NULL || psd[count]->bl.m != sd->bl.m || pc_isdead(psd[count]) || (battle_config.idle_no_share && pc_isidle(psd[count])) )
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if( (psd[count] = p->data[i].sd) == NULL || psd[count]->bl.m != sd->bl.m || pc_isdead(psd[count]) || (battle_config.idle_no_share && pc_isidle_party(psd[count])) )
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continue;
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count++;
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@@ -1222,7 +1222,7 @@ int party_sub_count(struct block_list *bl, va_list ap)
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if (sd->state.autotrade)
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return 0;
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if (battle_config.idle_no_share && pc_isidle(sd))
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if (battle_config.idle_no_share && pc_isidle_party(sd))
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return 0;
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return 1;
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@@ -1263,7 +1263,7 @@ int party_sub_count_banding(struct block_list *bl, va_list ap)
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if (sd->state.autotrade)
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return 0;
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if (battle_config.idle_no_share && pc_isidle(sd))
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if (battle_config.idle_no_share && pc_isidle_party(sd))
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return 0;
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if ((sd->class_&MAPID_THIRDMASK) != MAPID_ROYAL_GUARD)
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@@ -894,7 +894,8 @@ extern struct s_job_info job_info[CLASS_COUNT];
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#define pc_setsit(sd) { pc_stop_walking((sd), 1|4); pc_stop_attack((sd)); (sd)->state.dead_sit = (sd)->vd.dead_sit = 2; }
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#define pc_isdead(sd) ( (sd)->state.dead_sit == 1 )
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#define pc_issit(sd) ( (sd)->vd.dead_sit == 2 )
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#define pc_isidle(sd) ( (sd)->chatID || (sd)->state.vending || (sd)->state.buyingstore || DIFF_TICK(last_tick, (sd)->idletime) >= battle_config.idle_no_share )
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#define pc_isidle_party(sd) ( (sd)->chatID || (sd)->state.vending || (sd)->state.buyingstore || DIFF_TICK(last_tick, (sd)->idletime) >= battle_config.idle_no_share )
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#define pc_isidle_hom(sd) ( (sd)->hd && ( (sd)->chatID || (sd)->state.vending || (sd)->state.buyingstore || DIFF_TICK(last_tick, (sd)->idletime) >= battle_config.hom_idle_no_share ) )
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#define pc_istrading(sd) ( (sd)->npc_id || (sd)->state.vending || (sd)->state.buyingstore || (sd)->state.trading )
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#define pc_cant_act(sd) ( (sd)->npc_id || (sd)->state.vending || (sd)->state.buyingstore || (sd)->chatID || ((sd)->sc.opt1 && (sd)->sc.opt1 != OPT1_BURNING) || (sd)->state.trading || (sd)->state.storage_flag || (sd)->state.prevend )
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