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