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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@@ -233,7 +233,7 @@ public class ThreadTracker {
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List<MonitoredLockType> list = threadTracker.get(tid);
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for(int i = list.size() - 1; i >= 0; i--) {
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if(lockId.getValue() == list.get(i).getValue()) {
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if(lockId.equals(list.get(i))) {
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list.remove(i);
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break;
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}
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