Player/NPC Shop patch + Fredrick/Duey patch + Loot w. time GMS-like
Reading approximated unitPrice value from WZ in such a fashion that the new double value can be represented in float point without losing too much data. Fixed rechargeables with quantity 0 set on the playershop/hiredmerchant being handed back to the owner with quantity 1. Solved many concurrecy issues related with items on the field and playershop/hiredmerchant. Fixed anomalies with waiting time before picking up other players items, now acting GMS-like. Added/patched copyleft claims in files that are from my own authorship. Please see backtrack_licenses/readme.txt for more info about this move. Fixed issues with item retrieval when using bundles on playershop/hiredmerchant. Fixed some exploits with playershop/hiredmerchant. Fixed a glitch with npcshop when trying to recharge/buy items without having enough mesos. Added portal sound effect for some scripted portals that still lacked it. Fixed some exploits with NPCs Fredrick and Duey. Fixed Body Pressure not displaying damage to other players. Added a flag that permits town scrolls to act like a "banish" for players. This renders the antibanish scroll effect available.
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@@ -15,7 +15,6 @@ public class ServerConstants {
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//World And Version
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public static short VERSION = 83;
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public static String TIMEZONE = "-GMT3";
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public static String[] WORLD_NAMES = {"Scania", "Bera", "Broa", "Windia", "Khaini", "Bellocan", "Mardia", "Kradia", "Yellonde", "Demethos", "Galicia", "El Nido", "Zenith", "Arcenia", "Kastia", "Judis", "Plana", "Kalluna", "Stius", "Croa", "Medere"};
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//Login Configuration
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@@ -72,6 +71,7 @@ public class ServerConstants {
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public static final boolean USE_MAKER_FEE_HEURISTICS = true; //Apply compiled values for stimulants and reagents into the Maker fee calculations (max error revolves around 50k mesos). Set false to use basic constant values instead (results are never higher than requested by the client-side).
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public static final boolean USE_QUEST_RATE = false; //Exp/Meso gained by quests uses fixed server exp/meso rate times quest rate as multiplier, instead of player rates.
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public static final boolean USE_MULTIPLE_SAME_EQUIP_DROP = true;//Enables multiple drops by mobs of the same equipment, number of possible drops based on the quantities provided at the drop data.
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public static final boolean USE_BANISHABLE_TOWN_SCROLL = true; //Enables town scrolls to act as if it's a "player banish", rendering the antibanish scroll effect available.
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//Announcement Configuration
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public static final boolean USE_ANNOUNCE_SHOPITEMSOLD = false; //Automatic message sent to owner when an item from the Player Shop or Hired Merchant is sold.
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@@ -99,6 +99,8 @@ public class ServerConstants {
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public static final int MAX_EVENT_LEVELS = 8; //Event has different levels of rewarding system.
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public static final long BLOCK_NPC_RACE_CONDT = (long)(0.5 * 1000); //Time the player client must wait before reopening a conversation with an NPC.
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public static final long PET_LOOT_UPON_ATTACK = (long)(0.7 * 1000); //Time the pet must wait before trying to pick items up.
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public static boolean USE_UNITPRICE_WITH_COMMA = true; //Set this accordingly with the layout of the unitPrices on Item.wz XML's, whether it's using commas or dots to represent fractions.
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public static String TIMEZONE = "-GMT3";
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//Dangling Items/Locks Configuration
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public static final int ITEM_EXPIRE_TIME = 3 * 60 * 1000; //Time before items start disappearing. Recommended to be set up to 3 minutes.
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@@ -106,6 +108,7 @@ public class ServerConstants {
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public static final int LOCK_MONITOR_TIME = 30 * 1000; //Waiting time for a lock to be released. If it reach timed out, a critical server deadlock has made present.
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public static final int ITEM_EXPIRE_CHECK = 10 * 1000; //Interval between item expiring tasks on maps, which checks and makes disappear expired items.
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public static final int ITEM_LIMIT_ON_MAP = 200; //Max number of items allowed on a map.
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public static final int MAP_VISITED_SIZE = 5; //Max length for last mapids visited by a player. This is used to recover and update drops on these maps accordingly with player actions.
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//Some Gameplay Enhancing Configurations
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//Scroll Configuration
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