Skip to content

Commit

Permalink
Update README information (azerothcore#23)
Browse files Browse the repository at this point in the history
* Update README information

* More information
  • Loading branch information
pangolp authored Feb 7, 2024
1 parent b5184c8 commit 712a3be
Show file tree
Hide file tree
Showing 2 changed files with 68 additions and 16 deletions.
42 changes: 34 additions & 8 deletions .github/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -8,16 +8,42 @@

[![Build Status](https://github.com/azerothcore/mod-aoe-loot/workflows/core-build/badge.svg?branch=master&event=push)](https://github.com/azerothcore/mod-aoe-loot)

## Important notes
![bloggif_65c3814c1ec76](https://github.com/azerothcore/mod-aoe-loot/assets/2810187/acd4bfc4-5cfb-4508-85ab-d8787f51c44e)

There may still be some improvements to be made to the module, but you could say that it is pretty good. However, we are still going to continue working and trying to revise what is needed, as long as tests are performed and it can be determined that the reports are valid.
## Important notes

For the module to work, 4 things are needed.
- [x] Create the `CanSendErrorAlreadyLooted` hook. (created)
- [x] Create the hook `CanSendCreatureLoot` (created)
- [x] Create the hook `OnBeforeCreatureLootMoney` (created)
- [x] The module works, if the player takes an object from the loot. If the player selects gold, it does not run. So we want to check that and also correct to be able to add up the total amount of gold obtained.
- [x] If the creature can be skinned, the body remains for a while, and when it is skinned, it automatically disappears to avoid being skinned again.
The module is currently under development, but is functional. It should be compatible at least with the module: mod-solo-lfg. Loot can be done in an area, both in a group and alone, and it works both when obtaining an item and when obtaining gold, so the client's self-loot option could be enabled. In the configuration file, there are some variables that can be modified, such as sending the item by mail if the bags are full, or increasing the search range for bodies. When you chop an ore, you may also obtain all the items from the bodies, with chests I have done the test and it does not work, but with ores, I understand that it does, it remains to be seen if it also supports the herbalist profession in case you have some material near the bodies.

The time that a body remains in the world, after having no items, is determined in the worldserver.conf configuration file, so when loot in area, it is perhaps necessary to increase that time a little, to give it time for people who have the skinning skill, enough time to be able to obtain the materials for said skill, without the body being erased too quickly.

```
#
# Corpse.Decay.NORMAL
# Corpse.Decay.RARE
# Corpse.Decay.ELITE
# Corpse.Decay.RAREELITE
# Corpse.Decay.WORLDBOSS
# Description: Time (in seconds) until creature corpse will decay if not looted or skinned.
# Default: 60 - (1 Minute, Corpse.Decay.NORMAL)
# 300 - (5 Minutes, Corpse.Decay.RARE)
# 300 - (5 Minutes, Corpse.Decay.ELITE)
# 300 - (5 Minutes, Corpse.Decay.RAREELITE)
# 3600 - (1 Hour, Corpse.Decay.WORLDBOSS)
Corpse.Decay.NORMAL = 60
Corpse.Decay.RARE = 300
Corpse.Decay.ELITE = 300
Corpse.Decay.RAREELITE = 300
Corpse.Decay.WORLDBOSS = 3600
#
# Rate.Corpse.Decay.Looted
# Description: Multiplier for Corpse.Decay.* to configure how long creature corpses stay
# after they have been looted.
# Default: 0.5
Rate.Corpse.Decay.Looted = 0.5
```

This module requires the following pull request

Expand Down
42 changes: 34 additions & 8 deletions .github/README_ES.md
Original file line number Diff line number Diff line change
Expand Up @@ -8,16 +8,42 @@

[![Build Status](https://github.com/azerothcore/mod-aoe-loot/workflows/core-build/badge.svg?branch=master&event=push)](https://github.com/azerothcore/mod-aoe-loot)

## Notas importantes
![bloggif_65c3814c1ec76](https://github.com/azerothcore/mod-aoe-loot/assets/2810187/acd4bfc4-5cfb-4508-85ab-d8787f51c44e)

Puede que todavia, haya que hacerle alguna mejora al modulo, pero se podria decir que esta bastante bien. Sin embargo, aun se va a seguir trabajando y tratando de revisar lo que haga falta, en la medida, en la que se realicen pruebas y se pueda determinar, que los reportes son validos.
## Notas importantes

Para que el módulo funcione, se necesitan 4 cosas.
- [x] Crear el hook `CanSendErrorAlreadyLooted`. (creado)
- [x] Crear el hook `CanSendCreatureLoot` (creado)
- [x] Crear el hook `OnBeforeCreatureLootMoney` (creado)
- [x] El módulo funciona, si el jugador toma un objeto del botín. Si el jugador selecciona oro, no funciona. Así que queremos comprobar que funcione y también poder sumar la cantidad total de oro obtenida.
- [x] Si la criatura, puede ser desollada, el cuerpo, permanece por un tiempo, y cuando el mismo es desollado, automáticamente desaparece, para evitar ser desollado nuevamente.
El modulo, actualmente se encuentra en desarrollo, pero es funcional. Deberia de ser compatible al menos, con el modulo: mod-solo-lfg. Se puede realizar el loot en area, tanto en grupo, como en solitario, y funciona tanto al obtener un item, como al obtener el oro, por lo que la opcion de autodestoje del cliente, podria estar habilitada. En el fichero de configuracion, existen algunas variables, que pueden ser modificadas, como el hecho de enviar el item por correo en caso de tener las bolsas llenas, o aumentar el rango de busqueda de cuerpos. Al picar una mena, puede que tambien obtengas todos los items de los cuerpos, con cofres he realizado la prueba y no funciona, pero con menas, tengo entendido que si, faltaria ver si tambien admite la profesion de herboristeria en caso de tener algun material cerca de los cuerpos.

El tiempo, que un cuerpo permanece en el mundo, luego de no tener items, se determina en el fichero de configuracion del worldserver.conf, por lo que al hacer loot en area, es necesario quizas, aumentar un poco ese tiempo, para darle tiempo a las personas que tenga la habilidad de desuello, el tiempo suficiente, para poder obtener los materiales de dicha habilidad, sin que el cuerpo se borre demasiado rapido.

```
#
# Corpse.Decay.NORMAL
# Corpse.Decay.RARE
# Corpse.Decay.ELITE
# Corpse.Decay.RAREELITE
# Corpse.Decay.WORLDBOSS
# Description: Time (in seconds) until creature corpse will decay if not looted or skinned.
# Default: 60 - (1 Minute, Corpse.Decay.NORMAL)
# 300 - (5 Minutes, Corpse.Decay.RARE)
# 300 - (5 Minutes, Corpse.Decay.ELITE)
# 300 - (5 Minutes, Corpse.Decay.RAREELITE)
# 3600 - (1 Hour, Corpse.Decay.WORLDBOSS)
Corpse.Decay.NORMAL = 60
Corpse.Decay.RARE = 300
Corpse.Decay.ELITE = 300
Corpse.Decay.RAREELITE = 300
Corpse.Decay.WORLDBOSS = 3600
#
# Rate.Corpse.Decay.Looted
# Description: Multiplier for Corpse.Decay.* to configure how long creature corpses stay
# after they have been looted.
# Default: 0.5
Rate.Corpse.Decay.Looted = 0.5
```

Este módulo requiere el siguiente pull request

Expand Down

0 comments on commit 712a3be

Please sign in to comment.