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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@@ -10,7 +10,7 @@
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<string name="bgm" value="Bgm01/MoonlightShadow"/>
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<string name="mapMark" value="Ellinia"/>
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<int name="hideMinimap" value="0"/>
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<int name="fieldLimit" value="393340"/>
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<int name="fieldLimit" value="393342"/>
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<int name="VRTop" value="-900"/>
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<int name="VRLeft" value="1230"/>
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<int name="VRBottom" value="550"/>
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