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.
This commit is contained in:
ronancpl
2018-06-30 22:48:02 -03:00
parent dac5c43635
commit 94425ba616
57 changed files with 926 additions and 608 deletions

View File

@@ -49,7 +49,7 @@ function start() {
if (cm.getLevel() >= 10 && cm.canGetFirstJob(jobType))
cm.sendNext("Want to be a pirate? There are some standards to meet. because we can't just accept EVERYONE in... #bYour level should be at least 10#k. Let's see.");
else {
cm.sendOk("Train a bit more and I can show you the way of the #rPirate#k.");
cm.sendOk("Train a bit more until you reach #blevel 10, " + cm.getFirstJobStatRequirement(jobType) + "#k and I can show you the way of the #rPirate#k.");
cm.dispose();
}
} else if (cm.getLevel() >= 30 && cm.getJobId() == 500) {