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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@@ -24,7 +24,7 @@ import net.server.world.World;
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/**
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* @author Ronan
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*/
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public class BaseWorker implements Runnable {
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public abstract class BaseWorker implements Runnable {
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protected World wserv;
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@Override
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