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					@ -85,7 +85,7 @@ public class LootManager { | 
				
			
			
		
	
		
		
			
				
					
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					                        continue; | 
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					                        continue; | 
				
			
			
		
	
		
		
			
				
					
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					                    float equipmentRoll = ThreadLocalRandom.current().nextInt(101); | 
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					                    float equipmentRoll = ThreadLocalRandom.current().nextInt(101); | 
				
			
			
		
	
		
		
			
				
					
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					                    float dropChance = me.getDropChance() * 100; | 
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					                    float dropChance = me.getDropChance() * 100; | 
				
			
			
		
	
		
		
			
				
					
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					                    if (equipmentRoll <= dropChance) { | 
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					                    if (equipmentRoll <= (dropChance * multiplier)) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					                        MobLoot ml = new MobLoot(mob, me.getItemBase(), false); | 
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					                        MobLoot ml = new MobLoot(mob, me.getItemBase(), false); | 
				
			
			
		
	
		
		
			
				
					
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					                        mob.getCharItemManager().addItemToInventory(ml); | 
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					                        mob.getCharItemManager().addItemToInventory(ml); | 
				
			
			
		
	
		
		
			
				
					
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					                    } | 
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					                    } | 
				
			
			
		
	
	
		
		
			
				
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					@ -97,7 +97,7 @@ public class LootManager { | 
				
			
			
		
	
		
		
			
				
					
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					            int roll = ThreadLocalRandom.current().nextInt(101); | 
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					            int roll = ThreadLocalRandom.current().nextInt(101); | 
				
			
			
		
	
		
		
			
				
					
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					            switch (bse.bootyType) { | 
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					            switch (bse.bootyType) { | 
				
			
			
		
	
		
		
			
				
					
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					                case "GOLD": | 
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					                case "GOLD": | 
				
			
			
		
	
		
		
			
				
					
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					                    if (roll * multiplier > (bse.dropChance)) { | 
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					                    if (roll >= (bse.dropChance * multiplier)) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					                        //early exit, failed to hit minimum chance roll OR booty was generated from mob's death
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					                        //early exit, failed to hit minimum chance roll OR booty was generated from mob's death
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					                        break; | 
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					                        break; | 
				
			
			
		
	
		
		
			
				
					
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					                    } | 
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					                    } | 
				
			
			
		
	
	
		
		
			
				
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					@ -109,7 +109,7 @@ public class LootManager { | 
				
			
			
		
	
		
		
			
				
					
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					                    } | 
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					                    } | 
				
			
			
		
	
		
		
			
				
					
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					                    break; | 
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					                    break; | 
				
			
			
		
	
		
		
			
				
					
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					                case "LOOT": | 
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					                case "LOOT": | 
				
			
			
		
	
		
		
			
				
					
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					                    if (roll * multiplier > (bse.dropChance)) { | 
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					                    if (roll >= (bse.dropChance * multiplier)) { | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					                        //early exit, failed to hit minimum chance roll OR booty was generated from mob's death
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					                        //early exit, failed to hit minimum chance roll OR booty was generated from mob's death
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					                        break; | 
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					                        break; | 
				
			
			
		
	
		
		
			
				
					
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					                    } | 
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					                    } | 
				
			
			
		
	
	
		
		
			
				
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