forked from MagicBane/Server
hotfix mob roll chance
This commit is contained in:
@@ -85,7 +85,7 @@ public class LootManager {
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continue;
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float equipmentRoll = ThreadLocalRandom.current().nextInt(101);
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float dropChance = me.getDropChance() * 100;
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if (equipmentRoll <= dropChance) {
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if (equipmentRoll <= (dropChance * multiplier)) {
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MobLoot ml = new MobLoot(mob, me.getItemBase(), false);
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mob.getCharItemManager().addItemToInventory(ml);
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}
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@@ -97,7 +97,7 @@ public class LootManager {
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int roll = ThreadLocalRandom.current().nextInt(101);
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switch (bse.bootyType) {
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case "GOLD":
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if (roll * multiplier > (bse.dropChance)) {
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if (roll >= (bse.dropChance * multiplier)) {
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//early exit, failed to hit minimum chance roll OR booty was generated from mob's death
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break;
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}
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@@ -109,7 +109,7 @@ public class LootManager {
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}
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break;
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case "LOOT":
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if (roll * multiplier > (bse.dropChance)) {
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if (roll >= (bse.dropChance * multiplier)) {
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//early exit, failed to hit minimum chance roll OR booty was generated from mob's death
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break;
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}
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