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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@@ -22,8 +22,8 @@ function end(mode, type, selection) {
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qm.sendYesNo("Have you made your decision? The decision will be final, so think carefully before deciding what to do. Are you sure you want to become a Dawn Warrior?");
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} else if (status == 1) {
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if(!qm.canGetFirstJob(jobType)) {
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cm.sendOk("Train a bit more and I can show you the way of the #rDawn Warrior#k.");
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cm.dispose();
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qm.sendOk("Train a bit more until you reach #blevel 10, " + qm.getFirstJobStatRequirement(jobType) + "#k and I can show you the way of the #rDawn Warrior#k.");
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qm.dispose();
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return;
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}
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@@ -22,8 +22,8 @@ function end(mode, type, selection) {
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qm.sendYesNo("Have you made your decision? The decision will be final, so think carefully before deciding what to do. Are you sure you want to become a Blaze Wizard?");
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} else if (status == 1) {
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if(!qm.canGetFirstJob(jobType)) {
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cm.sendOk("Train a bit more and I can show you the way of the #rBlaze Wizard#k.");
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cm.dispose();
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qm.sendOk("Train a bit more until you reach #blevel 10, " + qm.getFirstJobStatRequirement(jobType) + "#k and I can show you the way of the #rBlaze Wizard#k.");
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qm.dispose();
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return;
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}
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@@ -22,8 +22,8 @@ function end(mode, type, selection) {
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qm.sendYesNo("Have you made your decision? The decision will be final, so think carefully before deciding what to do. Are you sure you want to become a Wind Archer?");
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} else if (status == 1) {
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if(!qm.canGetFirstJob(jobType)) {
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cm.sendOk("Train a bit more and I can show you the way of the #rWind Archer#k.");
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cm.dispose();
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qm.sendOk("Train a bit more until you reach #blevel 10, " + qm.getFirstJobStatRequirement(jobType) + "#k and I can show you the way of the #rWind Archer#k.");
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qm.dispose();
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return;
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}
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@@ -22,8 +22,8 @@ function end(mode, type, selection) {
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qm.sendYesNo("Have you made your decision? The decision will be final, so think carefully before deciding what to do. Are you sure you want to become a Night Walker?");
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} else if (status == 1) {
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if(!qm.canGetFirstJob(jobType)) {
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cm.sendOk("Train a bit more and I can show you the way of the #rNight Walker#k.");
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cm.dispose();
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qm.sendOk("Train a bit more until you reach #blevel 10, " + qm.getFirstJobStatRequirement(jobType) + "#k and I can show you the way of the #rNight Walker#k.");
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qm.dispose();
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return;
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}
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@@ -22,8 +22,8 @@ function end(mode, type, selection) {
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qm.sendYesNo("Have you made your decision? The decision will be final, so think carefully before deciding what to do. Are you sure you want to become a Thunder Breaker?");
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} else if (status == 1) {
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if(!qm.canGetFirstJob(jobType)) {
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cm.sendOk("Train a bit more and I can show you the way of the #rThunder Breaker#k.");
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cm.dispose();
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qm.sendOk("Train a bit more until you reach #blevel 10, " + qm.getFirstJobStatRequirement(jobType) + "#k and I can show you the way of the #rThunder Breaker#k.");
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qm.dispose();
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return;
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}
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@@ -41,7 +41,7 @@ function end(mode, type, selection) {
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if (status == 0) {
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if(qm.haveItem(5460000)) {
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qm.sendOk("You got the Pet Snack! Thanks! You can use these to feed multiple pets at once!");
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qm.teachSkill(0008, 1, 1, -1);
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qm.teachSkill(8, 1, 1, -1);
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qm.gainItem(5460000, -1, false);
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qm.completeQuest();
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qm.dispose();
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