better roll chance for high level vendors
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@@ -381,7 +381,7 @@ public enum LootManager {
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if(mob.getObjectType().ordinal() == 52) {
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prefixTableRoll = ThreadLocalRandom.current().nextInt(1,320 + 1);
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} else{
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prefixTableRoll = TableRoll(mob.level, inHotzone);
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prefixTableRoll = TableRoll(mob.level * 2, inHotzone);
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}
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ModTableEntry prefixMod = ModTableEntry.rollTable(prefixTable.modTableID, prefixTableRoll);
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@@ -413,7 +413,7 @@ public enum LootManager {
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if(mob.getObjectType().ordinal() == 52) {
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suffixTableRoll = ThreadLocalRandom.current().nextInt(1,320 + 1);
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} else{
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suffixTableRoll = TableRoll(mob.level, inHotzone);
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suffixTableRoll = TableRoll(mob.level * 2, inHotzone);
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}
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ModTableEntry suffixMod = ModTableEntry.rollTable(suffixTable.modTableID, suffixTableRoll);
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@@ -430,9 +430,6 @@ public enum LootManager {
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public static int TableRoll(int mobLevel, Boolean inHotzone) {
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if (mobLevel > 65)
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mobLevel = 65;
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int max = (int) (4.882 * mobLevel + 127.0);
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if (max > 319)
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@@ -707,7 +707,7 @@ public class ItemFactory {
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if (rollPrefix < 80) {
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int randomPrefix = LootManager.TableRoll(vendor.getLevel(), false);
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int randomPrefix = TableRoll(vendor.getLevel());
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prefixEntry = ModTableEntry.rollTable(prefixTypeTable.modTableID, randomPrefix);
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if (prefixEntry != null)
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@@ -722,7 +722,7 @@ public class ItemFactory {
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if (rollSuffix < 80 || prefixEntry == null) {
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int randomSuffix = LootManager.TableRoll(vendor.getLevel(), false);
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int randomSuffix = TableRoll(vendor.getLevel());
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suffixEntry = ModTableEntry.rollTable(suffixTypeTable.modTableID, randomSuffix);
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if (suffixEntry != null)
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@@ -774,6 +774,43 @@ public class ItemFactory {
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return toRoll;
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}
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public static int TableRoll(int vendorLevel) {
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// Calculate min and max based on mobLevel
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int min = 60;
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int max = 120;
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switch(vendorLevel){
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case 20:
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min = 70;
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max = 140;
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break;
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case 30:
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min = 80;
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max = 160;
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break;
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case 40:
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min = 90;
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max = 180;
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break;
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case 50:
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min = 100;
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max = 200;
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break;
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case 60:
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min = 175;
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max = 260;
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break;
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case 70:
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min = 220;
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max = 320;
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break;
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}
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int roll = ThreadLocalRandom.current().nextInt(min, max + 1);
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return roll;
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}
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public static MobLoot produceRandomRoll(NPC npc, PlayerCharacter pc, String prefixString, String suffixString, int itemID) {
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boolean useWarehouse = false;
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