Refactor lootTable/itemtable for client alignment.
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@@ -120,12 +120,12 @@ public class SimulateBootyCmd extends AbstractDevCmd {
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for (BootySetEntry entry : NPCManager._bootySetMap.get(mob.getMobBase().bootySet)) {
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if (entry.bootyType.equals("GOLD"))
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output += "NORMAL TABLE [" + entry.bootyType + "] " + entry.lootTable + ": " + entry.dropChance + newline;
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output += "NORMAL TABLE [" + entry.bootyType + "] " + entry.itemTable + ": " + entry.dropChance + newline;
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else
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output += "NORMAL TABLE [" + entry.bootyType + "] " + entry.lootTable + ": " + entry.dropChance * dropRate + newline;
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output += "NORMAL TABLE [" + entry.bootyType + "] " + entry.itemTable + ": " + entry.dropChance * dropRate + newline;
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if (hotZoneRan == false && ZoneManager.inHotZone(mob.getLoc()) && LootManager.generalItemTables.containsKey(entry.lootTable + 1)) {
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output += "HOTZONE TABLE [" + entry.bootyType + "] " + (entry.lootTable + 1) + ": " + entry.dropChance * dropRate + newline;
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if (hotZoneRan == false && ZoneManager.inHotZone(mob.getLoc()) && LootManager.generalItemTables.containsKey(entry.itemTable + 1)) {
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output += "HOTZONE TABLE [" + entry.bootyType + "] " + (entry.itemTable + 1) + ": " + entry.dropChance * dropRate + newline;
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hotZoneRan = true;
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}
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}
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@@ -120,14 +120,14 @@ public enum LootManager {
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dropRate = LootManager.NORMAL_DROP_RATE;
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if (ThreadLocalRandom.current().nextInt(1, 100 + 1) < (bse.dropChance * dropRate))
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GenerateLootDrop(mob, bse.lootTable, false); //generate normal loot drop
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GenerateLootDrop(mob, bse.itemTable, false); //generate normal loot drop
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// Generate hotzone loot if in hotzone
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// Only one bite at the hotzone apple per bootyset.
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if (inHotzone == true && hotzoneWasRan == false)
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if (generalItemTables.containsKey(bse.lootTable + 1) && ThreadLocalRandom.current().nextInt(1, 100 + 1) < (bse.dropChance * dropRate)) {
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GenerateLootDrop(mob, bse.lootTable + 1, true); //generate loot drop from hotzone table
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if (generalItemTables.containsKey(bse.itemTable + 1) && ThreadLocalRandom.current().nextInt(1, 100 + 1) < (bse.dropChance * dropRate)) {
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GenerateLootDrop(mob, bse.itemTable + 1, true); //generate loot drop from hotzone table
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hotzoneWasRan = true;
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}
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@@ -18,7 +18,7 @@ public class BootySetEntry {
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public int lowGold;
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public int highGold;
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public int itemBase;
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public int lootTable;
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public int itemTable;
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public float dropChance;
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/**
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@@ -30,7 +30,7 @@ public class BootySetEntry {
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this.lowGold = (rs.getInt("lowGold"));
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this.highGold = (rs.getInt("highGold"));
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this.itemBase = (rs.getInt("itemBase"));
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this.lootTable = (rs.getInt("lootTable"));
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this.itemTable = (rs.getInt("itemTable"));
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this.dropChance = (rs.getFloat("dropChance"));
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}
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