EXP system & Mob buffs/diseases optimization
Solved a problem within EXP distribution system that would hand out less overall EXP than the expected when the amount to be earned is low. Optimized mob buffs and diseases, now using a dedicated thread to process all status expirations on a batch. Refactored MonitoredLockTypes names to something more easily identificable. Added a delay on mob effect applications, to be registered in after the cast animation time. Fixed Flame Thrower acting passively when a attacking skill is used by the player.
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@@ -50,7 +50,7 @@ function start() {
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if (cm.getLevel() >= 10 && cm.canGetFirstJob(jobType))
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cm.sendNext("Do you want to become a Warrior? You need to meet some criteria in order to do so.#b You should be at least in level 10, with at least 35 in STR#k. Let's see...");
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else {
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cm.sendOk("Train a bit more and I can show you the way of the #rWarrior#k.");
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cm.sendOk("Train a bit more until you reach #blevel 10, " + cm.getFirstJobStatRequirement(jobType) + "#k and I can show you the way of the #rWarrior#k.");
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cm.dispose();
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}
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} else if (cm.getLevel() >= 30 && cm.getJobId() == 100) {
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