forked from MagicBane/Server
hotfix mob roll chance
This commit is contained in:
@@ -94,9 +94,10 @@ public class LootManager {
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return;
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}
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for (BootySetEntry bse : entries) {
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int roll = ThreadLocalRandom.current().nextInt(101);
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int roll;
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switch (bse.bootyType) {
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case "GOLD":
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roll = ThreadLocalRandom.current().nextInt(101);
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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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@@ -109,8 +110,10 @@ public class LootManager {
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}
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break;
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case "LOOT":
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roll = ThreadLocalRandom.current().nextInt(101);
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float dropChance = bse.dropChance * multiplier;
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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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//early exit, failed to hit minimum chance roll
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break;
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}
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//iterate the booty tables and add items to mob inventory
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@@ -119,14 +122,12 @@ public class LootManager {
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mob.getCharItemManager().addItemToInventory(toAdd);
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}
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if (inHotzone) {
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int lootTableID = bse.lootTable;
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if (generalItemTables.containsKey(bse.lootTable + 1)) {
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lootTableID = bse.lootTable + 1;
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int lootTableID = bse.lootTable + 1;
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MobLoot toAddHZ = getGenTableItem(lootTableID, mob);
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if (toAddHZ != null)
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mob.getCharItemManager().addItemToInventory(toAddHZ);
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}
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MobLoot toAddHZ = getGenTableItem(lootTableID, mob);
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if (toAddHZ != null)
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mob.getCharItemManager().addItemToInventory(toAddHZ);
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}
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break;
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case "ITEM":
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