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- if ($config{aggressiveAntiKS}) {
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將
if ($config{aggressiveAntiKS}) {
# Aggressive anti-KS mode, for people who are paranoid about not kill stealing.
# If we attacked the monster first, do not drop it, we are being KSed
return 1 if ($monster->{dmgFromYou} || $monster->{missedFromYou});
# If others attacked the monster then always drop it, wether it attacked us or not!
return 0 if (($monster->{dmgFromPlayer} && %{$monster->{dmgFromPlayer}})
|| ($monster->{missedFromPlayer} && %{$monster->{missedFromPlayer}})
|| (($monster->{castOnByPlayer}) && %{$monster->{castOnByPlayer}})
|| (($monster->{castOnToPlayer}) && %{$monster->{castOnToPlayer}}));
}
改成
- if ($config{aggressiveAntiKS}) {
- # Aggressive anti-KS mode, for people who are paranoid about not kill stealing.
- # If we attacked the monster first, do not drop it, we are being KSed
- return 1 if ($monster->{dmgFromYou} || $monster->{missedFromYou});
-
- # If others attacked the monster then always drop it, wether it attacked us or not!
- return 1 if ($monster->{dmgFromYou} || $monster->{missedFromYou});
- }
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尋找
- if (scalar(keys %{$monster->{missedFromPlayer}}) == 0
複製代碼
if (scalar(keys %{$monster->{missedFromPlayer}}) == 0
&& scalar(keys %{$monster->{dmgFromPlayer}}) == 0
#&& scalar(keys %{$monster->{castOnByPlayer}}) == 0 #change to $allowed
&& $allowed
# and it hasn't attacked any other player
&& scalar(keys %{$monster->{missedToPlayer}}) == 0
&& scalar(keys %{$monster->{dmgToPlayer}}) == 0
&& scalar(keys %{$monster->{castOnToPlayer}}) == 0
) {
# The monster might be getting lured by another player.
# So we check whether it's walking towards any other player, but only
# if we haven't already attacked the monster.
if ($monster->{dmgFromYou} || $monster->{missedFromYou}) {
return 1;
} else {
return !objectIsMovingTowardsPlayer($monster);
}
}
# The monster didn't attack you.
# Other players attacked it, or it attacked other players.
if ($monster->{dmgFromYou} || $monster->{missedFromYou}) {
# If you have already attacked the monster before, then consider it clean
return 1;
}
# If you haven't attacked the monster yet, it's unclean.
return 0;
}
改成
- if (scalar(keys %{$monster->{missedFromPlayer}}) == 1
- && scalar(keys %{$monster->{dmgFromPlayer}}) == 1
- #&& scalar(keys %{$monster->{castOnByPlayer}}) == 0 #change to $allowed
- && $allowed
- # and it hasn't attacked any other player
- && scalar(keys %{$monster->{missedToPlayer}}) == 1
- && scalar(keys %{$monster->{dmgToPlayer}}) == 1
- && scalar(keys %{$monster->{castOnToPlayer}}) == 1
- ) {
- # The monster might be getting lured by another player.
- # So we check whether it's walking towards any other player, but only
- # if we haven't already attacked the monster.
- if ($monster->{dmgFromYou} || $monster->{missedFromYou}) {
- return 1;
- } else {
- return !objectIsMovingTowardsPlayer($monster);
- }
- }
- # The monster didn't attack you.
- # Other players attacked it, or it attacked other players.
- if ($monster->{dmgFromYou} || $monster->{missedFromYou}) {
- # If you have already attacked the monster before, then consider it clean
- return 1;
- }
- # If you haven't attacked the monster yet, it's unclean.
- return 1;
- }
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