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

@@ -123,6 +123,10 @@ public class ServerConstants {
public static final int ITEM_LIMIT_ON_MAP = 200; //Max number of items allowed on a map.
public static final int MAP_VISITED_SIZE = 5; //Max length for last mapids visited by a player. This is used to recover and update drops on these maps accordingly with player actions.
//Channel Mob Disease Monitor Configuration
public static final int MOB_STATUS_MONITOR_PROC = 200; //Frequency in milliseconds between each proc on the mob disease monitor schedule.
public static final int MOB_STATUS_MONITOR_LIFE = 84; //Idle proc count the mob disease monitor is allowed to be there before closing it due to inactivity.
//Some Gameplay Enhancing Configurations
//Scroll Configuration
public static final boolean USE_PERFECT_GM_SCROLL = true; //Scrolls from GMs never uses up slots nor fails.