drop rates adjusted again

This commit is contained in:
2024-06-05 18:56:16 -05:00
parent 0145a7264d
commit bb0a3b8b5b
+2 -2
View File
@@ -124,12 +124,12 @@ public enum LootManager {
case "LOOT": case "LOOT":
if (ThreadLocalRandom.current().nextInt(1, 100 + 1) < (bse.dropChance * dropRate)) if (ThreadLocalRandom.current().nextInt(1, 100 + 1) < (bse.dropChance * dropRate))
GenerateLootDrop(mob, bse.genTable); //generate normal loot drop GenerateLootDrop(mob, bse.genTable); //generate normal loot drop
if(mob.contractCounter * dropRate >= 250){ if(ThreadLocalRandom.current().nextInt(2500) < 10 * dropRate){
MobLoot extraLoot = rollForContract(bse.genTable, mob); MobLoot extraLoot = rollForContract(bse.genTable, mob);
if (extraLoot != null) if (extraLoot != null)
mob.getCharItemManager().addItemToInventory(extraLoot); mob.getCharItemManager().addItemToInventory(extraLoot);
} }
if(mob.runeCounter * dropRate >= 250){ if(ThreadLocalRandom.current().nextInt(2500) < 10 * dropRate){
MobLoot extraLoot = rollForRune(bse.genTable, mob); MobLoot extraLoot = rollForRune(bse.genTable, mob);
if (extraLoot != null) if (extraLoot != null)
mob.getCharItemManager().addItemToInventory(extraLoot); mob.getCharItemManager().addItemToInventory(extraLoot);