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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@@ -9725,10 +9725,8 @@
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<vector name="origin" x="-1" y="31"/>
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<int name="z" value="0"/>
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</canvas>
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<int name="price" value="1"/>
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<int name="tradeBlock" value="1"/>
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<int name="slotMax" value="1"/>
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<int name="notSale" value="1"/>
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<int name="price" value="1700"/>
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<int name="slotMax" value="100"/>
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</imgdir>
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</imgdir>
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<imgdir name="04031902">
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@@ -9805,8 +9803,8 @@
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<vector name="origin" x="-3" y="30"/>
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<int name="z" value="0"/>
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</canvas>
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<int name="price" value="1"/>
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<int name="slotMax" value="1"/>
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<int name="price" value="1500"/>
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<int name="slotMax" value="100"/>
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</imgdir>
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</imgdir>
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<imgdir name="04031907">
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