PIN system + player ranking fix + rebalanced equip EXP calculations

Added the PIN feature. Fixed ranking now calculating ranks now
world-based instead of overall. Rebalanced equip exp gain and made
cosmetic equipments no more leveling up (cosmetics leveling up are
useless).
This commit is contained in:
ronancpl
2017-06-03 20:02:19 -03:00
parent 02cc9efb00
commit 809d90564c
43 changed files with 193 additions and 78 deletions

View File

@@ -87,7 +87,9 @@ public final class CloseRangeDamageHandler extends AbstractDealDamageHandler {
if (advComboSkillLevel > 0) {
ceffect = advcombo.getEffect(advComboSkillLevel);
} else {
ceffect = combo.getEffect(player.getSkillLevel(combo));
int comboLv = player.getSkillLevel(combo);
if(comboLv <= 0) comboLv = SkillFactory.getSkill(oid).getMaxLevel();
ceffect = combo.getEffect(comboLv);
}
if (orbcount < ceffect.getX() + 1) {
int neworbcount = orbcount + 1;
@@ -96,7 +98,10 @@ public final class CloseRangeDamageHandler extends AbstractDealDamageHandler {
neworbcount++;
}
}
int duration = combo.getEffect(player.getSkillLevel(oid)).getDuration();
int olv = player.getSkillLevel(oid);
if(olv <= 0) olv = SkillFactory.getSkill(oid).getMaxLevel();
int duration = combo.getEffect(olv).getDuration();
List<Pair<MapleBuffStat, Integer>> stat = Collections.singletonList(new Pair<>(MapleBuffStat.COMBO, neworbcount));
player.setBuffedValue(MapleBuffStat.COMBO, neworbcount);
duration -= (int) (System.currentTimeMillis() - player.getBuffedStarttime(MapleBuffStat.COMBO));