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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@@ -273,10 +273,10 @@ public class MapleCharacter extends AbstractAnimatedMapleMapObject {
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private ScheduledFuture<?> extraRecoveryTask = null;
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private ScheduledFuture<?> chairRecoveryTask = null;
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private ScheduledFuture<?> pendantOfSpirit = null; //1122017
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private Lock chrLock = new MonitoredReentrantLock(MonitoredLockType.CHR, true);
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private Lock effLock = new MonitoredReentrantLock(MonitoredLockType.EFF, true);
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private Lock petLock = new MonitoredReentrantLock(MonitoredLockType.PET, true); // for quest tasks as well
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private Lock prtLock = new MonitoredReentrantLock(MonitoredLockType.PRT);
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private Lock chrLock = new MonitoredReentrantLock(MonitoredLockType.CHARACTER_CHR, true);
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private Lock effLock = new MonitoredReentrantLock(MonitoredLockType.CHARACTER_EFF, true);
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private Lock petLock = new MonitoredReentrantLock(MonitoredLockType.CHARACTER_PET, true); // for quest tasks as well
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private Lock prtLock = new MonitoredReentrantLock(MonitoredLockType.CHARACTER_PRT);
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private Map<Integer, Set<Integer>> excluded = new LinkedHashMap<>();
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private Set<Integer> excludedItems = new LinkedHashSet<>();
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private static String[] ariantroomleader = new String[3];
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