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