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

@@ -978,4 +978,23 @@ public class AbstractPlayerInteraction {
return true;
}
}
public static String getFirstJobStatRequirement(int jobType) {
switch(jobType) {
case 1:
return "STR " + 35;
case 2:
return "INT " + 20;
case 3:
case 4:
return "DEX " + 25;
case 5:
return "DEX " + 20;
}
return null;
}
}