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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@@ -123,6 +123,10 @@ public class ServerConstants {
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public static final int ITEM_LIMIT_ON_MAP = 200; //Max number of items allowed on a map.
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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.
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//Channel Mob Disease Monitor Configuration
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public static final int MOB_STATUS_MONITOR_PROC = 200; //Frequency in milliseconds between each proc on the mob disease monitor schedule.
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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.
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//Some Gameplay Enhancing Configurations
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//Scroll Configuration
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public static final boolean USE_PERFECT_GM_SCROLL = true; //Scrolls from GMs never uses up slots nor fails.
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