adjusted global drop rates
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@@ -127,46 +127,58 @@ public enum LootManager {
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float dropRate;
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if (!mob.getSafeZone()) {
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boolean allow = false;
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if(mob.level >= 50){
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allow = true;
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}else{
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if((50 - mob.level) > ThreadLocalRandom.current().nextInt(0,101)){
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allow = true;
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}
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int contractLow = 1, contractHigh = 400;
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int runeLow = 401, runeHigh = 800;
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int resourceLow = 801, resourceHigh = 900;
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int glassLow = 901, glassHigh = 910;
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int guardLow = 911, guardHigh = 920;
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// Pre-compute adjusted high values
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int contractAdjust = 0, runeAdjust = 0, resourceAdjust = 0, glassAdjust = 0, guardAdjust = 0;
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if (mob.level < 50) {
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int dif = 50 - mob.level;
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contractAdjust = (int)(400 * (dif * 0.02f));
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runeAdjust = (int)(400 * (dif * 0.02f));
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resourceAdjust = (int)(100 * (dif * 0.02f));
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glassAdjust = (int)(10 * (dif * 0.02f));
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guardAdjust = (int)(10 * (dif * 0.02f));
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}
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if(allow) {
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// Roll within the adjusted range
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int specialCaseRoll = ThreadLocalRandom.current().nextInt(1, 100000 + 1);
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// Generate a single random roll
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int specialCaseRoll = ThreadLocalRandom.current().nextInt(1, 100001);
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// Special Case Contract Drop
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if (specialCaseRoll <= 400) { // 0.4% of the range
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SpecialCaseResourceDrop(mob, entries);
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} else if (specialCaseRoll <= 800) { // Next 0.4% of the range
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SpecialCaseContractDrop(mob, entries);
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} else if (specialCaseRoll <= 1200) { // Next 0.4% of the range
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SpecialCaseRuneDrop(mob, entries);
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} else if (specialCaseRoll <= 1210) { // Next 0.01% of the range
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int glassID = rollRandomItem(126);
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ItemBase glassItem = ItemBase.getItemBase(glassID);
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if (glassItem != null) {
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MobLoot toAddGlass = new MobLoot(mob, glassItem, false);
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if (toAddGlass != null)
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mob.getCharItemManager().addItemToInventory(toAddGlass);
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}
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} else if (specialCaseRoll <= 1220) { // Next 0.01% of the range
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int guardContractID = racial_guard_uuids.get(new java.util.Random().nextInt(racial_guard_uuids.size()));
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ItemBase guardContract = ItemBase.getItemBase(guardContractID);
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if (guardContract != null) {
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MobLoot toAddContract = new MobLoot(mob, guardContract, false);
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if (toAddContract != null)
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mob.getCharItemManager().addItemToInventory(toAddContract);
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}
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// Calculate adjusted high values once
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int contractHighAdjusted = contractHigh - contractAdjust;
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int runeHighAdjusted = runeHigh - runeAdjust;
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int resourceHighAdjusted = resourceHigh - resourceAdjust;
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int glassHighAdjusted = glassHigh - glassAdjust;
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int guardHighAdjusted = guardHigh - guardAdjust;
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// Check the roll range and handle accordingly
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if (specialCaseRoll >= contractLow && specialCaseRoll <= contractHighAdjusted) {
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SpecialCaseContractDrop(mob, entries);
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} else if (specialCaseRoll >= runeLow && specialCaseRoll <= runeHighAdjusted) {
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SpecialCaseRuneDrop(mob, entries);
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} else if (specialCaseRoll >= resourceLow && specialCaseRoll <= resourceHighAdjusted) {
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SpecialCaseResourceDrop(mob, entries);
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} else if (specialCaseRoll >= glassLow && specialCaseRoll <= glassHighAdjusted) {
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int glassID = rollRandomItem(126);
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ItemBase glassItem = ItemBase.getItemBase(glassID);
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if (glassItem != null) {
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MobLoot toAddGlass = new MobLoot(mob, glassItem, false);
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mob.getCharItemManager().addItemToInventory(toAddGlass);
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}
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} else if (specialCaseRoll >= guardLow && specialCaseRoll <= guardHighAdjusted) {
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int guardContractID = racial_guard_uuids.get(new java.util.Random().nextInt(racial_guard_uuids.size()));
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ItemBase guardContract = ItemBase.getItemBase(guardContractID);
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if (guardContract != null) {
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MobLoot toAddContract = new MobLoot(mob, guardContract, false);
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mob.getCharItemManager().addItemToInventory(toAddContract);
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}
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}
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}
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// Iterate all entries in this bootySet and process accordingly
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for (BootySetEntry bse : entries) {
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switch (bse.bootyType) {
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