Conditional Buffs & M. Magnet & Loot Patch + Exp Split + Duey Rework
Fixed Monster Magnet skill when used on bosses disconnecting the caster. Improved conditional buff system, no longer updating buffs that are not supposed to toggle. Added party hunting in the conditional buffs system. Refactored usage of DB by Duey. Registered Duey items now make use of the same table as the other inventory items. Fixed non-encapsulated unlocking in reactor class. Fixed stylish NPCs disconnecting players when trying to display empty styles list. Fixed a deadlock case within recently implemented update buff effects (conditional buffs mechanic). Fixed AOE mobskills not behaving well for fixed mobs (those shouldn't take into account attribute "facingLeft"). Fixed non-flipping mobs having attribute "facingLeft" updated according to controller position. Revised aggro system no longer having bosses expire player chase. Fixed chalkboard being depleted upon use. Refactored MapleMapFactory, looking for normalization of the Factory design pattern the class was intended to make use at its conception. Added MP replenishing system for mobs, gains based on its level. Fixed indisponibility of one-of-a-kind loots due to the killer's team already having one sample each. Reworked the EXP split system within the source. New behavior is expected to be GMS-like. Adjusted interaction within the NPC Nein Spirit's Baby Dragon area. Only players who interacts with quests within can access the area now. One player at a time, with a timeout timer. Fixed check of level requisites for expeditions.
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@@ -92,8 +92,6 @@ public class GameConstants {
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// used by the "goto" command for only-GMs
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public static final HashMap<String, Integer> GOTO_AREAS = new HashMap<String, Integer>() {{
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putAll(GOTO_TOWNS);
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put("gmmap", 180000000);
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put("excavation", 990000000);
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put("mushmom", 100000005);
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@@ -150,15 +150,18 @@ public class ServerConstants {
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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 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 byte EXP_SPLIT_LEVEL_INTERVAL = 5; //Non-contributing players must be within N level between the mob to receive EXP.
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public static final byte EXP_SPLIT_LEECH_INTERVAL = 5; //Non-contributing players must be within N level between any contributing party member to receive EXP.
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public static final float EXP_SPLIT_MVP_MOD = 0.2f;
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public static final float EXP_SPLIT_COMMON_MOD = 0.8f;
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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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//Miscellaneous Configuration
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public static String TIMEZONE = "GMT-3";
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public static boolean USE_DISPLAY_NUMBERS_WITH_COMMA = true; //Enforce comma on displayed strings (use this when USE_UNITPRICE_WITH_COMMA is active and you still want to display comma-separated values).
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public static boolean USE_UNITPRICE_WITH_COMMA = true; //Set this accordingly with the layout of the unitPrices on Item.wz XML's, whether it's using commas or dots to represent fractions.
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public static final byte MIN_UNDERLEVEL_TO_EXP_GAIN = 20; //Characters are unable to get EXP from a mob if their level are under this threshold, only if "USE_ENFORCE_MOB_LEVEL_RANGE" is enabled. For bosses, this attribute is doubled.
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public static final byte MIN_RANGELEVEL_TO_EXP_LEECH = 40; //Characters are unable to leech EXP from party member kills whose level difference are past this limit.
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public static final byte MAX_MONITORED_BUFFSTATS = 5; //Limits accounting for "dormant" buff effects, that should take place when stronger stat buffs expires.
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public static final int MAX_AP = 32767; //Max AP allotted on the auto-assigner.
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public static final int MAX_EVENT_LEVELS = 8; //Event has different levels of rewarding system.
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