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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@@ -107,8 +107,8 @@ public class MapleClient {
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private byte gender = -1;
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private boolean disconnecting = false;
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private final Lock lock = new MonitoredReentrantLock(MonitoredLockType.CLIENT, true);
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private final Lock encoderLock = new MonitoredReentrantLock(MonitoredLockType.CLIENT, true);
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private static final Lock loginLock = new MonitoredReentrantLock(MonitoredLockType.CLIENT, true);
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private final Lock encoderLock = new MonitoredReentrantLock(MonitoredLockType.CLIENT_ENCODER, true);
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private static final Lock loginLock = new MonitoredReentrantLock(MonitoredLockType.CLIENT_LOGIN, true);
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private int votePoints;
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private int voteTime = -1;
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private long lastNpcClick;
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