Removed pre-Booty roll from Loot Drops.
Renamed methods for clarity.
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@@ -107,7 +107,7 @@ public enum LootManager {
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private static void RunBootySet(ArrayList<BootySetEntry> entries, Mob mob, float multiplier, boolean inHotzone, boolean fromDeath) {
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private static void RunBootySet(ArrayList<BootySetEntry> entries, Mob mob, float multiplier, boolean inHotzone, boolean fromDeath) {
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if (fromDeath)
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if (fromDeath)
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DropEquipment(mob, multiplier);
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GenerateEquipmentDrop(mob, multiplier);
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else {
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else {
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for (BootySetEntry bse : entries) {
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for (BootySetEntry bse : entries) {
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switch (bse.bootyType) {
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switch (bse.bootyType) {
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@@ -118,13 +118,13 @@ public enum LootManager {
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//always run base table loot drop
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//always run base table loot drop
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GenerateLootDrop(mob, bse.lootTable, bse.dropChance, multiplier, false); //generate normal loot drop
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GenerateLootDrop(mob, bse.lootTable, bse.dropChance, multiplier, false); //generate normal loot drop
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//run another iteration for the hotzone table if in hotzone
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if (inHotzone)
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if (inHotzone)
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//run another iteration for the hotzone table if in hotzone
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if (generalItemTables.containsKey(bse.lootTable + 1))
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if (generalItemTables.containsKey(bse.lootTable + 1))
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GenerateLootDrop(mob, bse.lootTable + 1, bse.dropChance, multiplier, true); //generate loot drop from hotzone table
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GenerateLootDrop(mob, bse.lootTable + 1, bse.dropChance, multiplier, true); //generate loot drop from hotzone table
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break;
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break;
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case "ITEM":
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case "ITEM":
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GenerateItemLootDrop(mob, bse, multiplier);
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GenerateInventoryDrop(mob, bse, multiplier);
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break;
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break;
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}
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}
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}
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}
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@@ -314,12 +314,6 @@ public enum LootManager {
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public static void GenerateLootDrop(Mob mob, int tableID, float dropChance, float multiplier, Boolean inHotzone) {
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public static void GenerateLootDrop(Mob mob, int tableID, float dropChance, float multiplier, Boolean inHotzone) {
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try {
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try {
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int chanceRoll = ThreadLocalRandom.current().nextInt(99) + 1;
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//early exit, failed to hit minimum chance roll
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if (chanceRoll > dropChance * multiplier)
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return;
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MobLoot toAdd = getGenTableItem(tableID, mob, inHotzone);
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MobLoot toAdd = getGenTableItem(tableID, mob, inHotzone);
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@@ -332,7 +326,7 @@ public enum LootManager {
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}
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}
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}
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}
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public static void DropEquipment(Mob mob, float multiplier) {
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public static void GenerateEquipmentDrop(Mob mob, float multiplier) {
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//do equipment here
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//do equipment here
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@@ -357,7 +351,7 @@ public enum LootManager {
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}
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}
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}
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}
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public static void GenerateItemLootDrop(Mob mob, BootySetEntry bse, float multiplier) {
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public static void GenerateInventoryDrop(Mob mob, BootySetEntry bse, float multiplier) {
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int chanceRoll = ThreadLocalRandom.current().nextInt(99) + 1;
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int chanceRoll = ThreadLocalRandom.current().nextInt(99) + 1;
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