Rework of drop rate usage.
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@@ -106,27 +106,37 @@ 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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if (fromDeath)
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boolean hotzoneWasRan = false;
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if (fromDeath) {
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GenerateEquipmentDrop(mob, multiplier);
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else {
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for (BootySetEntry bse : entries) {
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switch (bse.bootyType) {
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case "GOLD":
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GenerateGoldDrop(mob, bse, inHotzone);
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break;
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case "LOOT":
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//always run base table loot drop
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return;
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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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case "GOLD":
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GenerateGoldDrop(mob, bse, inHotzone);
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break;
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case "LOOT":
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if (ThreadLocalRandom.current().nextInt(100) > NORMAL_DROP_RATE)
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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 (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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break;
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case "ITEM":
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GenerateInventoryDrop(mob, bse, multiplier);
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break;
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}
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// Generate hotzone loot if in hotzone
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if (inHotzone == true && hotzoneWasRan == false)
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if (generalItemTables.containsKey(bse.lootTable + 1) && ThreadLocalRandom.current().nextInt(100) > HOTZONE_DROP_RATE) {
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GenerateLootDrop(mob, bse.lootTable + 1, bse.dropChance, multiplier, true); //generate loot drop from hotzone table
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hotzoneWasRan = true;
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}
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break;
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case "ITEM":
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GenerateInventoryDrop(mob, bse, multiplier);
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break;
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}
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}
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}
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