Trade results + Map-Ownership & Fishing + P. EXP distribution rework
Fixed an issue where players could lose priority over recently dropped items after switching maps. Adjusted EXP bonus buffs to also cover party bonus gains. Fixed items taken back from merchants not properly checking for stacking opportunities in player inventory. Fixed some merchant references in visitors' player object not being properly cleared when owner closes shop. Adjusted merchants to automatically close as soon as the merchant owner finishes maintenance process with it having no items in store. Added trade result opcodes. Trade results now should work almost as intended originally. Implemented server-side check for portal distance when deploying player shops and merchants. Implemented server-side check for whether local or remote IP is being used when logging in a local/remote server (this should mitigate a few of the issues people may find when trying to log in game world). Implemented commands designed for management of opened IO sessions. Fixed chalkboard not showing up for owner player when changing maps. Added "time left" functionality for merchant owners managing the opened store. Fixed skillbooks not showing properly for other players in the map. Fixed commands using lowercased-version of content inputted by player. Implemented the Fredrick expected fee on using the Store Bank service. Implemented "exclusive invitation management" in the system. Inviters are notified the invited players are already managing an invite, should it be visually "in-progress" for that one. Implemented "map ownership". Non-map owners are unable to farm in an area if they are not party members with the owner or until the ownership rescinds. Adjusted inventory sort feature, now sorting projectile items in such a fashion that commonly stronger versions comes before the basic ones. Added a visual effect that shows up when obtaining Aran skills. Revised party EXP gain system. Party bonuses now accounts a fraction of the accumulated EXP gained by members when defeating a mob, and raw EXP gained by a player is kept the same regardless of him/her being in a party or not (thus a bonus being REALLY a bonus). Implemented a custom fishing system in the source, on which during "seasonal" times (that gets arbitrarily defined by both day-of-year and time-of-day) fishes are more likely to be hooked. Such likelihood also improved depending on the amount of mesos spent as lure.
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@@ -20,6 +20,7 @@ public class ServerConstants {
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public static final int WLDLIST_SIZE = 21; //Max possible worlds on the server.
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public static final int CHANNEL_SIZE = 20; //Max possible channels per world (which is 20, based on the channel list on login phase).
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public static final int CHANNEL_LOAD = 100; //Max players per channel (limit actually used to calculate the World server capacity).
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public static final int CHANNEL_LOCKS = 20; //Total number of structure management locks each channel has.
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public static final long RESPAWN_INTERVAL = 10 * 1000; //10 seconds, 10000.
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public static final long PURGING_INTERVAL = 5 * 60 * 1000;
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@@ -92,6 +93,7 @@ public class ServerConstants {
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public static final boolean USE_ENFORCE_ITEM_SUGGESTION = false;//Forces the Owl of Minerva and the Cash Shop to always display the defined item array instead of those featured by the players.
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public static final boolean USE_ENFORCE_UNMERCHABLE_CASH = true;//Forces players to not sell CASH items via merchants.
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public static final boolean USE_ENFORCE_UNMERCHABLE_PET = true; //Forces players to not sell pets via merchants. (since non-named pets gets dirty name and other possible DB-related issues)
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public static final boolean USE_ENFORCE_MERCHANT_SAVE = true; //Forces automatic DB save on merchant owners, at every item movement on shop.
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public static final boolean USE_ENFORCE_MDOOR_POSITION = false; //Forces mystic door to be spawned near spawnpoints.
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public static final boolean USE_SPAWN_LOOT_ON_ANIMATION = false;//Makes loot appear some time after the mob has been killed (following the mob death animation, instead of instantly).
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public static final boolean USE_SPAWN_RELEVANT_LOOT = true; //Forces to only spawn loots that are collectable by the player or any of their party members.
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@@ -103,8 +105,9 @@ public class ServerConstants {
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public static final boolean USE_MULTIPLE_SAME_EQUIP_DROP = true;//Enables multiple drops by mobs of the same equipment, number of possible drops based on the quantities provided at the drop data.
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public static final boolean USE_BANISHABLE_TOWN_SCROLL = true; //Enables town scrolls to act as if it's a "player banish", rendering the antibanish scroll effect available.
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public static final boolean USE_ENABLE_FULL_RESPAWN = true; //At respawn task, always respawn missing mobs when they're available. Spawn count doesn't depend on how many players are currently there.
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public static final boolean USE_ENABLE_CHAT_LOG = true; //Write in-game chat to log
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public static final boolean USE_REBIRTH_SYSTEM = false; //Flag to enable/disable rebirth system
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public static final boolean USE_ENABLE_CHAT_LOG = false; //Write in-game chat to log
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public static final boolean USE_REBIRTH_SYSTEM = false; //Flag to enable/disable rebirth system
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public static final boolean USE_MAP_OWNERSHIP_SYSTEM = true; //Flag to enable/disable map ownership system
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//Events/PQs Configuration
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public static final boolean USE_OLD_GMS_STYLED_PQ_NPCS = true; //Enables PQ NPCs with similar behaviour to old GMS style, that skips info about the PQs and immediately tries to register the party in.
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@@ -137,10 +140,11 @@ public class ServerConstants {
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public static final int DROP_RATE = 10;
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public static final int BOSS_DROP_RATE = 10; //NOTE: Boss drop rate OVERRIDES common drop rate, for bosses-only.
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public static final int QUEST_RATE = 5; //Multiplier for Exp & Meso gains when completing a quest. Only available when USE_QUEST_RATE is true. Stacks with server Exp & Meso rates.
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public static final int FISHING_RATE = 10; //Multiplier for success likelihood on meso thrown during fishing.
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public static final int TRAVEL_RATE = 10; //Means of transportation rides/departs using 1/N of the default time.
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public static final double EQUIP_EXP_RATE = 1.0; //Rate for equipment exp gain, grows linearly. Set 1.0 for default (about 100~200 same-level range mobs killed to pass equip from level 1 to 2).
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public static final double PARTY_BONUS_EXP_RATE = 1.0; //Rate for the party exp reward.
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public static final float PARTY_BONUS_EXP_RATE = 1.0f; //Rate for the party exp bonus reward.
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public static final double PQ_BONUS_EXP_RATE = 0.5; //Rate for the PQ exp reward.
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public static final int PARTY_EXPERIENCE_MOD = 1; //Change for event stuff.
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