glass chance is 10/100,000
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@@ -125,15 +125,22 @@ public enum LootManager {
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boolean hotzoneWasRan = false;
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boolean hotzoneWasRan = false;
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float dropRate;
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float dropRate;
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//1 in 1,000 chance to drop glass
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if(!mob.getSafeZone()) {
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if(ThreadLocalRandom.current().nextInt(1,1000) == 500){
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//10 in 100,000 chance to drop glass
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int glassID = rollRandomItem(126);
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int levelBonusForRoll = 50 - mob.level;
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ItemBase glassItem = ItemBase.getItemBase(glassID);
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if(glassItem != null) {
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MobLoot toAdd = new MobLoot(mob, glassItem, false);
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if (toAdd != null)
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if (levelBonusForRoll < 0)
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mob.getCharItemManager().addItemToInventory(toAdd);
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levelBonusForRoll = 0;
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if (ThreadLocalRandom.current().nextInt(1, 100000) >= ((10 + levelBonusForRoll) * NORMAL_DROP_RATE)) {
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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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}
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}
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}
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}
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@@ -194,7 +201,6 @@ public enum LootManager {
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//gets the 1-320 roll for this mob
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//gets the 1-320 roll for this mob
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int itemTableRoll = 0;
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int itemTableRoll = 0;
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int objectType = mob.getObjectType().ordinal();
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if(mob.getObjectType().ordinal() == 52) { //52 = player character
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if(mob.getObjectType().ordinal() == 52) { //52 = player character
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itemTableRoll = ThreadLocalRandom.current().nextInt(1,320 + 1);
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itemTableRoll = ThreadLocalRandom.current().nextInt(1,320 + 1);
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} else{
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} else{
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@@ -365,8 +371,7 @@ public enum LootManager {
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public static void GenerateLootDrop(Mob mob, int tableID, Boolean inHotzone) {
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public static void GenerateLootDrop(Mob mob, int tableID, Boolean inHotzone) {
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MobLoot toAdd = getGenTableItem(tableID, mob, inHotzone);
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MobLoot toAdd = getGenTableItem(tableID, mob, inHotzone);
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if(toAdd != null){
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if (toAdd != null) {
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toAdd.setIsID(true);
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toAdd.setIsID(true);
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mob.getCharItemManager().addItemToInventory(toAdd);
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mob.getCharItemManager().addItemToInventory(toAdd);
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}
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}
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